[P1] How to create a Player Character


[P1.1] Classes: Select which classes and levels you wish to be, using [P4].
Starting XP may be spent freely (multi-classed characters do not have to divide evenly).
If starting XP is 0, you may be 1st level in up to 1 class as a single or dual-classed character, or up to four 1st level classes as a multi-classed character.
Single classed characters have an XP bonus of +100% (you start with double XP and gain XP at double amounts).
Both multi- and dual-classed characters have a limit of 4 classes.
If XP is not spent, it may be saved for later use (the XP does not have to "sit" in one of your classes).
 
[P1.2] Class Adjectives: Select which class adjectives you would like, see [P4.8].
 
[P1.3] Race: Select a race from [P3] that uses the appropriate class system, keeping in mind ability score modifiers.
The race selected may require you to redo [P1.1], as XP divisors also apply to starting XP.
Make a note of special abilities the race possesses.
If you do not wish to be a race from [P3], and would like to play a monster, see [P8].
XP divisors are lowered by .5 for each level above 8th (retroactively), so a 10th level character can have an XP divisor of 2 with no penalty.
 
[P1.4] Racial Adjectives: Add Racial Adjectives (if available in the campaign), see [P3.5].
 
[P1.5] Age (Optional): Select an age category for your character (child, young, adult, old, or venerable), and make a note of modifiers from [A3].
 
[P1.6] Ability Scores: Place these six scores as you like among the six ability scores: 18, 16, 14, 12, 10 , 8.
You may instead use these six scores: 13, 13, 13, 13, 13, 13.
You can add 1 point to a stat by subtracting 2 points from other stat(s). This 1 for 2 trading may be done once per reset, as long as no stat falls below 0. Humans may use 1 for 1 trading instead (again, once per reset).
Comeliness: This you get to choose. Pick a number from 3 to 18.
Apply racial modifiers.
Add 1 point to 1 stat for each level. This advancement due to level uses the character's highest level, so a level 2/5 multi-classed PC gets 5 stat points, not 7.
 
[P1.7] Sub-Ability Scores: You may adjust your subability scores (see [P2]).
The most you can adjust an ability score is equal to your highest level (e.g. An ability score of 14 at level 4 can be at most 10/18 or 18/10.)
Make a note of what your modifiers are due to stats.
(Old System, no longer used: Make a note of how many mental actions and max # psi frequencies your character has.)
 
[P1.8] Alignment: Choose an alignment for your character, keeping in mind your classes and your kit and diety selections.
 
[P1.9] Proficiencies: Calculate your number of weapon proficiencies from [P4] and your number of nonweapon proficiencies from [P6].
Add on any proficiencies that you get from class (Druid or Bard) and those that are free.
(Old System, no longer used: 1/4 of all nonweapon proficiencies must be spent on Occupations or Hobbies, unless you are a human.)
Some or all of your proficiencies may be left as Open Slots for later.
 
[P1.10] Kits: You are allowed 1 kit per 2nd edition class ("Fighter2", "Ranger2", etc.), with extras possible for 4 nonweapon slots.
Your kits can be left as an Open Kits to use later; you don't have to pick them now.
 
[P1.11] Skills: Calculate your skills, see [P9].
 
[P1.12] Feats: Calculate your feats, see [P11].
 
[P1.13] Spell Memorization: Make a note for each class how many of each spell type and level the PC can cast, using [PC0]. Also make a note of which spell levels can be cast as 1M action instead of 1M+1P.
 
[P1.14] Wizard Spellbooks: If you can cast wizard spells, add your Int and level, and divide the result by 2 if you are a Wizard, 3 otherwise (round fractions down). This is how many 1st level spells you have in your spellbook.
Reduce this number by 2 for each spell level above first, up to the maximum spell level you are able to cast, with a minimum of 4 per level.
(Example: a level 11 mage with Int 12 would have 11,9,7,5,4 spells in his book.)
If you have more than 1 class that casts wizard spells, take Int/2, and add level/2 for each wizard class and level/3 for each non-wizard class.
 
[P1.15] Specialty Priests: If you are a priest, you may sdelect one god to be a specialty priest of.
See [PC3] for descriptions of gods. Specialty priests have an additional stat requirement which is cumulative with your class.
PCs other than priests may also be specialty followers, but (except in rare cases) do not gain any powers (however, the choice could still influence play dramatically).
 
[P1.16] Rogue Abilities: Calculate your rogue abilities seperately for each class that you have that uses them.
If you have the same ability duplicate times from various sources, they don't stack, pick which source you are using.
Rogue abilities are modified by race; the stat adjustments due to race also apply to rogue abilities (for percentage-based rogue abilities, each point is 5%).
Armor also modifies rogue abilities, see [E2].
 
[P1.17] Psionic Powers: Figure how many and which psionic powers your character knows, using the appropriate rules from section [Q].
If your character is both a wild talent and a psionicist of the same frequency, you may choose the higher of either set of numbers for # of psionic points and powers.
 
[P1.18] Magic and Psionic Items: Take your starting magic item XP and use it to purchase magic and psionic items.
If this number is not given, start with your character starting XP, take the square root of it, and multiply by 20.
Item XP not spent is converted to gold (see [P1.15]).
Item XP and Class XP can be converted back and forth using the ratio: 1 Item XP = 10 Class XP.
If this reduces your experience level, you must recalculate the previous steps again.
 
[P1.19] Normal Equipment: Take your highest level, square it, and multiply the result by your Chr score.
This is how many gold pieces you have to purchase beginning equipment.
This money cannot be used to purchase magic/psionic items, but Item XP can be converted using the ratio: 1 Item XP = 10 gp. It is legal, therefore, to convert Class XP to gp on a 1 for 1 basis, but not back.
 
[P1.20] Armor Class: Calculate your Armor Class, using the following rulings:
1. If the PC has more than 1 AC type (called "AT"), take the best, and add +1 bonus for each extra source of AT rating.
2. "Protection" items and "Armor" use the base AC rating and the higher of the two plusses, i.e. Leather+1 and Cloak/Prot+3 yields Leather+3. Bracers of Defense AT +6 added on would yield Bracers of Defense AT +7 (best AT with a +1 for second source) with a +3 protection. Note that if the Cloak was off we would have Bracers AT +7 with +1 protection.
3. Different sources of protection items add together, unless they are of the same physical type (two rings don't add, you get the best).
 
[P1.21] To Hit Bonus and Damage/Attack: Calculate your adjusted To Hit Bonus, number of attacks, and damage for each weapon. Remember that there are many sources of plusses to hit and damage: base, stats (Str/Dex), race adj., magic, specialization, martial arts, and miscellanious magic/psionic items.
 
[P1.22] Hit Points: No class stops gaining hit dice at any level (i.e. a 25th level mage has 25d4 hp).
(Old System, no longer used: When rolling for hit points, roll 2 dice, and take the larger of the two results.
You may also use the following "average" results without rolling: 1d2=1.5, 1d3=2, 1d4=3, 1d6=5, 1d8=6, 1d10=8, 1d12=10.)
In Collective 1.1, all hit dice rolls are maximum (you'll need it!).
1. For single-classed characters, take max at 1st level, add on Con bonus, add race adj., and then add on magic/psionic items that modify hit points.
2. For multi-classed characters, calculate each class seperately, add them together, divide by your number of classes, and then add on race adj. and magic/psionic items that modify hit points.
3. For dual-classed characters, calculate the hit points for your first class, add on any extra hit points from the second class if it exceeds the first in level, and repeat for each additional class. It requires a Limited Wish to change the order of your classes (for example, if you are a mage 5 & fighter 7 and want the fighter hit points for the first 5 levels and want it to be your second class, you'll need to get a Limited Wish to reorder your classes).
 
[P1.23] Last Check and Name: Go through all the steps quickly again, to make sure that later steps did not affect earlier ones (the biggest example being magic items affecting stats).
If everything looks OK, select a name for your character (or names, along with subtitles if desired) and character generation is complete.

[P2] Ability Scores


[P2.1] Ability Scores [Collective 1.x & 3rd Edition]


Score

Mod.
Bonus Spells
123 456 789 ABC D
0-1 -5 --- --- --- --- -
2-3 -4 --- --- --- --- -
4-5 -3 --- --- --- --- -
6-7 -2 --- --- --- --- -
8-9 -1 --- --- --- --- -
10-11 0 --- --- --- --- -
12-13 +1 1-- --- --- --- -
14-15 +2 11- --- --- --- -
16-17 +3 111 --- --- --- -
18-19 +4 111 1-- --- --- -
20-21 +5 211 11- --- --- -
22-23 +6 221 111 --- --- -
24-25 +7 222 111 1-- --- -
26-27 +8 222 211 11- --- -
28-29 +9 322 221 111 --- -
30-31 +10 332 222 111 --- -
32-33 +11 333 222 211 --- -
34-35 +12 333 322 221 --- -
36-37 +13 433 332 222 1-- -
38-39 +14 443 333 222 1-- -
40-41 +15 444 333 322 1-- -
42-43 +16 444 433 332 1-- -
44-45 +17 544 443 333 1-- -
46-47 +18 554 444 333 1-- -
48-49 +19 555 444 433 1-- -
50-51 +20 555 544 443 11- -
52-53 +21 655 554 444 11- -
54-55 +22 665 555 444 21- -
56-57 +23 666 555 544 21- -
58-59 +24 666 655 554 21- -
60-61 +25 766 665 555 21- -
62-63 +26 776 666 555 21- -
64-65 +27 777 666 655 21- -
66-67 +28 777 766 665 21- -
68-69 +29 877 776 666 221 -
70-71 +30 887 777 666 221 -
72-73 +31 888 777 766 321 -
74-75 +32 888 877 776 321 -
76-77 +33 988 887 777 321 -
78-79 +34 998 888 777 321 -
80-81 +35 999 888 877 321 -
82-83 +36 999 988 887 321 -
Strength/Efficiency:
To hit for melee weapons & unarmed.
Max Light Load = 2*((bonus+5)^2)
 
Strength/Muscle:
Damage for melee weapons & unarmed.
Max Press = (bonus+5)^3
 
Dexterity/Coordination:
To hit for missile weapons & unarmed.
 
Dexterity/Balance: (also Dexterity/Reflex)
Armor Class.
Reflex saving throws.
 
Constitution/Fitness:
Hit points per HD.
 
Constitution/Health: (also Constitution/Fortitude)
Fortitude saving throws.
Regeneration rate = (bonus-4)/r.
 
Intelligence/Knowledge:
Nonweapon Proficiencies.
Max Spell Level for Wizards (SL=bonus+5)
 
Intelligence/Reason:
Illusion spell immunity (SL=bonus-4)
Bonus spells for progressions that get Int bonus.
 
Wisdom/Intuition:
Charm spell immunity (SL=bonus-4)
Bonus spells for progressions that get Wis bonus.
 
Wisdom/Willpower:
Necromancy spell immunity (SL=bonus-4)
Will Saving throws.
Max Spell Level for Priests (SL=bonus+3)
 
Charisma/Presence:
Comeliness adjustment.
Bonus spells for progressions that get Chr bonus.
 
Charisma/Leadership:
Maximum henchmen (based on 4), Loyalty adj.
Luck pts per reset (0: spend bonus pt as +- 1 on roll)

[P3] Races


Race Str Dex Con Int Wis Chr
Centaur 0 -2 +1 0 +1 0
Dwarf 0 0 +1 0 0 -1
Dwarf, Gray1 0 0 +1 0 0 -1
Dwarf, Hill 0 0 +1 0 0 -1
Dwarf, Mountain +1 0 +1 -1 0 -1
Dwarf, Stone +2 -2 +3 -2 0 0
Dwarf3 0 0 +2 0 0 -2
Elf 0 +1 -1 0 0 0
Elf, Cloud -3 +1 -3 +1 +2 +2
Elf, Dark1 0 +1 -1 0 0 0
Elf, Gray -1 +1 -1 +1 0 0
Elf, High 0 +1 -1 0 0 0
Elf, Shadow -1 0 -1 +2 +1 -1
Elf, Valley1 0 +1 -1 +1 0 0
Elf, Wild +2 +1 0 -2 -1 0
Elf, Wild (Kagonesti) +1 +2 0 -3 0 0
Elf, Wood1 +1 +1 -1 -1 0 0
Elf3 0 +2 -2 0 0 0
Gnome 0 0 0 +1 -1 0
Gnome, Deep1 0 0 0 0 0 0
Gnome, Tinker -1 +2 0 +1 -2 0
Gnome3 -2 0 +2 0 0 0
Half-Dwarf (Mul), Athasian +2 0 +1 -1 0 -2
Half-Elf 0 0 0 0 0 0
Half-Elf, Cloud -2 0 -1 +1 +1 +1
Half-Elf3 0 0 0 0 0 0
Halfling, Hairfoot -1 +2 -1 0 0 0
Halfling, Stout -1 +1 0 0 0 0
Halfling, Tallfellow 0 +1 +1 0 -1 -1
Halfling3 -2 +2 0 0 0 0
Half-Orc +1 0 +1 0 0 -2
Half-Orc3 +2 0 0 -2 0 -2
Human 0 0 0 0 0 0
Human, Greyhawk Dweller * * * * * *
Human, Guour 0 +1 -1 -1 +2 -1
Human, Lower Dwellers +3 +3 +3 -3 -3 -3
Human, Minotaur +2 0 +2 0 -2 -2
Human, Planar (Tiefling) -1 0 0 +1 -1 +1
Human, Upper Dwellers -3 -3 -3 +3 +3 +3
Human3 0 0 0 0 0 0
Kender -1 +2 0 0 -1 0
Kobold-Lizard Man 0 +1 +1 -1 0 -1
Lizard Man, Krynn +2 0 +1 -1 0 -2
Minotaur +2 0 +2 0 -2 -2
Ogre +2 0 +2 0 -2 -2
Orc +1 0 0 0 0 -2
Quarterling -3 +3 0 +2 -1 -1
Cml
0
0
0
-1
-2
-1
0
0
+2
0
0
+2
-1
0
+1
0
0
0
0
0
0
0
-2
0
0
0
+1
0
0
0
-3
0
0
 
-1
-3
-4
0
+3
0
+2
-4
-2
0
0
0
+2
AT hp TH Div.
+5 +4 0 ÷1
0 0 0 ÷1
0 0 0 ÷1
0 0 0 ÷1
0 +1 0 ÷1
+3 +3 0 ÷1
0 0 0 ÷1
0 0 0 ÷1
-1 0 0 ÷1
0 0 0 ÷1
0 0 0 ÷1
0 0 0 ÷1
0 0 0 ÷1
0 0 0 ÷1
0 +1 0 ÷1
0 +1 0 ÷1
0 0 0 ÷1
0 0 0 ÷1
0 0 0 ÷1
0 0 0 ÷1
0 0 0 ÷1
0 0 0 ÷1
0 0 +1 ÷1
0 0 0 ÷1
0 0 0 ÷1
0 0 0 ÷1
0 0 0 ÷1
0 0 0 ÷1
0 0 0 ÷1
0 0 0 ÷1
0 0 0 ÷1
0 0 0 ÷1
0 0 0 ÷1
* * * ÷1
0 +2 0 ÷1
+1 +4 +2 ÷1
+2 +6 0 ÷1
0 0 0 ÷1
-1 -1 -1 ÷1
0 0 0 ÷1
0 0 0 ÷1
+3 0 0 ÷1
0 0 0 ÷1
+4 +6 +1 ÷1
+5 +4 +1 ÷1
0 0 0 ÷1
0 -2 0 ÷1

[P3] Races


Race Abilities
Centaur Hoof/Hoof 1d6/1d6, can still use arms; Can charge with weapons x2 dmg
Dwarf +Con*2/7 bonus to PPD/RSW/Spell; +1 TH vs. "giant-class"; "giant-class" at -4 TH
Dwarf, Gray1 +Con*2/7 magic saves; immune paralyzation/poison; vulnerable light
Dwarf, Hill +Con*2/7 bonus to PPD/RSW/Spell; +1 TH vs. "giant-class"; "giant-class" at -4 TH
Dwarf, Mountain +Con*2/7 bonus to PPD/RSW/Spell; +1 TH vs. "giant-class"; "giant-class" at -4 TH
Dwarf, Stone Immune earth; +Con/3 bonus to PPD/RSW/Spell; +4 TH vs. giant-class
Dwarf3 +2 fort saves; +1 TH/+4 AC vs. giant-class; stonecunning
Elf CR 90%; +1 TH with (non-crossbow) bows; +1 TH with sword
Elf, Cloud CNR 95%; Free Wild Talent in Psi23
Elf, Dark1 CR 90%; +2 magic saves; MR 50+lvl*2%; stonecunning; 1/d: Dancing Lights; 1/d: Faerie Fire; 1/d: Darkness
Elf, Gray CR 90%; +1 TH with (non-crossbow) bows; +1 TH with sword
Elf, High CR 90%; +1 TH with (non-crossbow) bows; +1 TH with sword
Elf, Shadow CR 90%; Can use/make Tech items as if 2 TL lower; (level*5)% InnER; 1M: Ghost Light
Elf, Valley1 CR 90%; +1 TH with bows/swords
Elf, Wild CR 90%; Animal Friendship continuous; Set natural traps 90%
Elf, Wild (Kagonesti) CR 90%; Animal Friendship continuous; Set natural traps 90%
Elf, Wood1 CR 90%; +1 TH with bows/swords
Elf3 Immune sleep; +2 enchantment saves; +1 proficiency each with sword and bow
Gnome +Con*2/7 bonus to RSW/Spell; +1 TH vs kobolds/goblins; "giant-class" at -4 TH
Gnome, Deep1 +3 saves; +2 poison saves; imm. illusion; HS 60%; Non-Detection; 1/d: Blindness; 1/d: Blur; 1/d: Change Self
Gnome, Tinker +Con*2/7 bonus to RSW/Spell; +1 TechL
Gnome3 +2 illusion saves; +1 TH/+4 AC vs. giant-class; 1/d: Dancing Lights; 1/d: Ghost Sound; 1/d: Prestidigitation
Half-Dwarf (Mul), Athasian +Con/7 bonus to PPD/RSW/Spell
Half-Elf CR 30%; Detect Secret Doors
Half-Elf, Cloud CNR 70%; Free Wild Talent in Psi23
Half-Elf3 Immune sleep; +2 enchantment saves
Halfling, Hairfoot x10 Personality score; +Con*2/7 bonus to PPD/RSW/Spell; Detect Grade/Slope/Direction
Halfling, Stout x10 Personality score; +Con*2/7 bonus to PPD/RSW/Spell; Detect Grade/Slope/Direction
Halfling, Tallfellow x10 Personality score; +Con*2/7 bonus to PPD/RSW/Spell; Detect Grade/Slope/Direction
Halfling3 +1 all saves; +2 fear saves; +1 TH with thrown weapons
Half-Orc Infravision
Half-Orc3 Infravision
Human 3 for 2 trading with ability scores
Human, Greyhawk Dweller Goblin, Kobold, Orc languages; Ultravision; MR 10%; Legend Lore 10%; Pick X: Str +1, Dex +1, Con +1, Int +1, Wis +1, Chr +1, hp +4, AC +2, TH +2; Pick Y: Str -1, Dex -1, Con -1, Int -1, Wis -1, Chr -1, hp -4, AC -2, TH -2; X-Y=2; You cannot duplicate any "X" picks, but you may duplicate "Y" picks.
Human, Guour 3 for 2 trading with ability scores
Human, Lower Dwellers 3 for 2 trading with ability scores
Human, Minotaur 3 for 2 trading with ability scores; Immune Maze
Human, Planar (Tiefling) 3 for 2 trading with ability scores
Human, Upper Dwellers 3 for 2 trading with ability scores; Ultravision; Resist Light
Human3 +1 feat; +3+level skills
Kender x2 Personality score; +Con/7 bonus to PPD/RSW/Spell; +2 TH w/ thrown
Kobold-Lizard Man Water Breathing
Lizard Man, Krynn Water Breathing
Minotaur Tracking; Immune to Maze
Ogre Priests automatically get Combat,Divination,Healing,Protection,Sun
Orc Detect New and Unusual Construction, Sloping Passages; -1 TH in sunlight
Quarterling x5 Personality score; +Con/7 bonus to PPD/RSW/Spell; +4 AC/TH vs. giants

List of Classes in Collective 4.0


[PC1] Warrior [PC2] Wizard [PC3] Priest
Archer1 Alchemist1 Cleric0
Barbarian1 Black Robe1 Cleric2
Cavalier1 Elf0 Cleric3
Dwarf0 Illusionist1 Cloistered Cleric1
Fighter0 Mage2 Druid0
Fighter2 Magic-User0 Druid2
Fighter3 Preserver2 Druid3
Guard Red Robe1 Healer2
Paladin2 Sorcerer3 Holy Order of Stars Evil1
Paladin3 White Robe1 Holy Order of Stars Good1
Ranger1 Witch Doctor Holy Order of Stars Neutral1
Ranger3 Wizard3 Shaman
[PC4] Rogue [PC5] Psionicist
Acrobat1 Psi1
Assassin1 Psi1A
Bard1 Psi2
Bard2 Psi3
Bard3 Psi3.5
Halfling0 Psi5
Monk1 Psi8
Monk3 Psi10
Mystic0  
Scout  
Thief0  
Thief2  

[PC1] Warrior Group Classes


Archer1

Level KXP
Spells
1 0 (none)
2 2.5 (none)
3 5 (none)
4 11 (none)
5 22 (none)
6 42.5 (none)
7 92.5 (none)
8 162 (none)
9 287 (none)
10 512 (none)
11 850 (none)
12 1187 (none)
13 1525 (none)
14 1862 (none)
15 2200 (none)
16 2540 (none)
17 2880 (none)
18 3220 (none)
19 3560 (none)
20 3900 (none)
21 4240 (none)
22 4580 (none)
23 4920 (none)
24 5260 (none)
25 5600 (none)
26 5940 (none)
27 6280 (none)
28 6620 (none)
29 6960 (none)
30 7300 (none)
31 7640 (none)
32 7980 (none)
33 8320 (none)
34 8660 (none)
35 9000 (none)
36 9340 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 15, Dex 15, Con 9, Int 6, Wis 6, Chr 6
Alignment: any
HD/level: d8
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: War
Reference: BoD3
Groups: Warrior
   
Level 1: Point Blank: Archer bow damage at point blank (10' per level) is double the die roll for the arrow (don't double anything else). If the campaign is using a Str bonus limit equal to the max damage of the arrow, the max damage is double for this shot.
Level 1: No penalty for called shots with missile weapons.
Level 1: Free single specialization in one missile weapon (spend 1 slot to double spec.); free Point Blank proficiency (1 slot).
Level 1: Divide actual range by 2 when determining range to target (only applies to missile weapons).
Level 4: Considered 3 levels higher when using a specific missile weapon (chosen by archer) for purposes of number of attacks.
Level 9: Full Str bonus with missile weapons that are listed as "½Str".
Level 9: Ability to cast mage spells as a ranger, specializations as an Evoker or Conjurer are allowed instead of ranger choices.
Level 9: A target with partial cover is considered to have no cover. Full cover is not affected.
Level 9: The archer may prepare special arrows (40 times normal cost) which can "carry" a spell in the missile's head and activate when they hit.

[PC1] Warrior Group Classes


Barbarian1

Level KXP
Spells
1 0 (none)
2 6 (none)
3 12 (none)
4 24 (none)
5 48 (none)
6 80 (none)
7 150 (none)
8 275 (none)
9 500 (none)
10 1000 (none)
11 1500 (none)
12 2000 (none)
13 2500 (none)
14 3000 (none)
15 3500 (none)
16 4000 (none)
17 4500 (none)
18 5000 (none)
19 5500 (none)
20 6000 (none)
21 6500 (none)
22 7000 (none)
23 7500 (none)
24 8000 (none)
25 8500 (none)
26 9000 (none)
27 9500 (none)
28 10000 (none)
29 10500 (none)
30 11000 (none)
31 11500 (none)
32 12000 (none)
33 12500 (none)
34 13000 (none)
35 13500 (none)
36 14000 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 15, Dex 14, Con 15
Alignment: any T
HD/level: d12
Weapon Prof.: 6+level/2
To Hit Table: War
Save Table: War
Reference: UA1-19
Groups: Warrior
   
Level 1: Save adjustments: PPD +4, RSW +2, PP +3, BW +2, SP +(level/4, round down)
Level 1: Super Dexterity bonus for free as long as fairly bulky or non-bulky armor is worn; otherwise, exceptional Dex applies.
(If Super abilities scores are not being used: +2 AC per Dex over 14)
Level 1: Super Constitution bonus. (If Super abilities scores are not being used: +2 hp/HD per Con over 14)
Level 1: May buy Super Strength bonus for 1 weapon proficiency slot.
Level 1: +3 bonus to movement rate.
Level 1: Cannot use any magic items or cast spells even if has another class that is a spellcaster. (Ignore this restriction)
Level 1: Climb Cliffs & Trees = 10+5*level % (as Climb Walls); Hide in Natural Surroundings = 15+5*level % (as Hide in Shadows).
Level 1: Detect Illusion 5*level % (requires 1 mental action) 1/r.
Level 1: 1M, 1/r: Detect Magic (other than Illusion/Phantasms) 25%, does not give schools or spheres, but does give intensity.
Level 1: Free Wilderness Survival proficiency (1 slot).
Level 1: First Aid: equal to Healing proficiency except requires no Wis check and gives only 1 hit point back.
Level 1: Free Tracking and Hunting proficiencies, each has slots equal to the Barbarian's level ¸ 3, rounded up.
Level 1: Choose two of the following as free proficiency slots (1 slot each): Animal Handling, Signaling, Running, Small Water Craft, Sound Imitation, Wild Fighting, Jumping, Back Protection, Direction Sense, or Set Snares.
Level 3: May use magical potions. (Ignore this restriction)
Level 4: May use magical weapons. (Ignore this restriction)
Level 4: Can hit targets that require a +1 or better weapon to hit without such a magic weapon.
Level 5: May use magical armor. (Ignore this restriction)
Level 7: May use miscellaneous magic items and magical rings.
Level 8: Can hit targets that require a +2 or better weapon to hit without such a magic weapon.
Level 9: May use all magic items that a regular Warrior could use. (Ignore this restriction)
Level 9: May cast spells if has another class that is a spellcaster. (Ignore this restriction)

[PC1] Warrior Group Classes


Cavalier1

Level KXP
Spells
1 0 (none)
2 2.5 (none)
3 5 (none)
4 10 (none)
5 18.5 (none)
6 37 (none)
7 85 (none)
8 140 (none)
9 220 (none)
10 300 (none)
11 600 (none)
12 900 (none)
13 1200 (none)
14 1500 (none)
15 1800 (none)
16 2100 (none)
17 2400 (none)
18 2700 (none)
19 3000 (none)
20 3300 (none)
21 3600 (none)
22 3900 (none)
23 4200 (none)
24 4500 (none)
25 4800 (none)
26 5100 (none)
27 5400 (none)
28 5700 (none)
29 6000 (none)
30 6300 (none)
31 6600 (none)
32 6900 (none)
33 7200 (none)
34 7500 (none)
35 7800 (none)
36 8100 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 15, Dex 15, Con 15, Int 10, Wis 10
Alignment: any G
HD/level: d12
Weapon Prof.: 3+level/2
To Hit Table: War
Save Table: War
Reference: UA1-14
Groups: Warrior
   
Level 1: Pick weapon of choice; are considered 5 levels higher for # of Attacks purposes.
Level 1: +1 to hit per 6 levels (round up) with mounted lance, and +1 damage per level with lance.
Level 1: Free Riding (land-based) proficiency (1 slot).
Level 1: Immune to Fear; Protection from Fear 10'r
Level 1: Resistance of 23+2*level % versus the following effects: Beguiling, Charm, Domination, Hold, Hypnosis, Magic Jar, Possession, Sleep, Suggestion, and Psionic/Mind Blast.
Level 1: Can operate at negative hit points equal to 1st lvl Cavalier hp total. (Cannot be offensive in this state)
Level 1: Effective Chr with warriors of lesser level than the cavalier is increased by the level difference (maximum bonus = 5).
Level 1: +1 on all saving throws; not cumulative with paladin or knight bonus.
Level 1: +2 saves vs. Illusions
Level 3: +1 to hit per 3 levels (round down) with any one type of sword (Cavalier's choice).
Level 3: +1 Str, Dex, or Con (replaces percentage rules)
Level 4: Weapon of Choice: The PC selects one weapon (which he does not have to specialize in), and the Cavalier is considered 3 levels higher for purposes of number of attacks per round. This must be a melee weapon.
Level 5: +1 to hit per 5 levels (round down) with mace, flail, or military pick (Cavalier's choice).
Level 6: +1 Str, Dex, or Con, must be a different stat from the one picked at Level 3
Level 7: Free Riding (air-based) proficiency (1 slot).
Level 9: +1 Str, Dex, or Con, the last stat not picked from the Level 3 and Level 6 picks.

[PC1] Warrior Group Classes


Dwarf0

Level KXP
Spells
1 0 (none)
2 2.2 (none)
3 4.4 (none)
4 8.8 (none)
5 17 (none)
6 35 (none)
7 70 (none)
8 140 (none)
9 270 (none)
10 400 (none)
11 530 (none)
12 660 (none)
13 800 (none)
14 1000 (none)
15 1200 (none)
16 1400 (none)
17 1600 (none)
18 1800 (none)
19 2000 (none)
20 2200 (none)
21 2400 (none)
22 2600 (none)
23 2800 (none)
24 3000 (none)
25 3200 (none)
26 3400 (none)
27 3600 (none)
28 3800 (none)
29 4000 (none)
30 4200 (none)
31 4400 (none)
32 4600 (none)
33 4800 (none)
34 5000 (none)
35 5200 (none)
36 5400 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 10  9  8  5  6  2  1  0
+1 10  9  8  6  6  2  1  0
+2 10  9  8  6  7  3  2  0
+3 12 11 10  8  9  3  2  1
+3 12 11 10  9  9  4  2  1
+4 12 11 10  9 10  4  3  1
+5 14 13 12 11 12  5  3  2
+5 14 13 12 12 12  5  4  2
+6 14 13 13 12 12  6  4  2
+7 16 15 14 14 15  6  4  3
+7 16 15 15 14 15  7  5  3
+8 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  3
+10 16 15 15 15 15  7  5  3
+11 16 15 15 15 15  7  5  3
+11 16 15 15 15 15  7  5  3
+12 16 15 15 15 15  7  5  3
Requisites: Str 9, Con 9
Alignment: any
HD/level: d8
Weapon Prof.: 2+level/3
To Hit Table: Ftr0
Save Table: Dwarf0
Reference: RC0-23
Groups: Warrior
   
Level 2: Abilities of a Thief2 at level/2. Gets 20 Rogue points per level.
Level 9: Can use "Smash" and "Parry" as per Fighter0.
Level 12: +6 HNCL (this can't be picked)
Level 14: Resist Magic.

[PC1] Warrior Group Classes


Fighter0

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 120 (none)
9 240 (none)
10 360 (none)
11 480 (none)
12 600 (none)
13 720 (none)
14 840 (none)
15 960 (none)
16 1080 (none)
17 1200 (none)
18 1320 (none)
19 1440 (none)
20 1560 (none)
21 1680 (none)
22 1800 (none)
23 1920 (none)
24 2040 (none)
25 2160 (none)
26 2280 (none)
27 2400 (none)
28 2520 (none)
29 2640 (none)
30 2760 (none)
31 2880 (none)
32 3000 (none)
33 3120 (none)
34 3240 (none)
35 3360 (none)
36 3480 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  6  5  4  3  2  1  1  0
+1  6  5  4  3  3  1  1  0
+2  6  5  4  4  3  2  2  1
+3  8  7  6  5  4  2  2  1
+3  8  7  6  5  5  3  2  1
+4  8  7  6  6  5  3  3  2
+5 10  9  8  7  6  4  3  2
+5 10  9  8  7  7  4  4  2
+6 10  9  8  8  7  5  4  3
+7 12 11 10  9  8  5  4  3
+7 12 11 10  9  9  6  5  3
+8 12 11 10 10  9  6  5  4
+9 12 12 11 10  9  7  6  4
+9 12 12 11 10 10  7  6  4
+10 12 12 11 11 10  8  6  5
+11 13 12 12 11 10  8  7  5
+11 13 12 12 11 11  9  7  5
+12 13 12 12 12 11  9  8  6
Requisites: Str 9
Alignment: any
HD/level: d8
Weapon Prof.: 4+level/3
To Hit Table: Ftr0
Save Table: Ftr0
Reference: RC0-16
Groups: Warrior
   
Level 1: Over Hit: If you hit someone by more than 20, add +1 damage for each number over what you needed to hit.
Example: You need a -15 to hit someone, and you roll a 12. Damage bonus = Roll - Needed - 20 = 12 - -15 -20 = 7.
Level 1: +1 slot in Weapon Mastery per level.
Level 1: Fighting Withdrawal: 2V: Disengage melee combat without receiving a parting shot.
Level 9: Smash: 0: Get -5 to hit, but add an additional Str bonus to damage.
Level 9: Parry: +N AC for each weapon you are wielding (N=0 for small, N=1 for medium, N=4 for large).
Level 9: Disarm: 0: An attack you do does no damage, roll 1d20+(your Dex)-(target's Dex)*2, if greater than 0 he is disarmed.
Level 12: If you need a 2 or less to hit a target, you may attack it twice for each attack.
Level 24: If you need a 2 or less to hit a target, you may attack it three times for each attack.
Level 36: If you need a 2 or less to hit a target, you may attack it four times for each attack.

[PC1] Warrior Group Classes


Fighter2

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 125 (none)
9 250 (none)
10 500 (none)
11 750 (none)
12 1000 (none)
13 1250 (none)
14 1500 (none)
15 1750 (none)
16 2000 (none)
17 2250 (none)
18 2500 (none)
19 2750 (none)
20 3000 (none)
21 3250 (none)
22 3500 (none)
23 3750 (none)
24 4000 (none)
25 4250 (none)
26 4500 (none)
27 4750 (none)
28 5000 (none)
29 5250 (none)
30 5500 (none)
31 5750 (none)
32 6000 (none)
33 6250 (none)
34 6500 (none)
35 6750 (none)
36 7000 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 9
Alignment: any
HD/level: d10
Weapon Prof.: 4+level/3
To Hit Table: War
Save Table: War
Reference: PH2-26
Groups: Warrior
   
Level 4: Great Swing: Can choose to make 1 attack per physical action (regardless of how many weapons the PC is using) instead of normal number of attacks. This "great swing" has no extra bonus to hit but does 5 times normal damage and has a 1% per level of fighter of instantly killing any one mortal target (as per assassination). Great swing is not cumulative with Rogue's Backstab or Assassin abilities, but can be used with missile or natural weapons.
Level 9: Can build a freehold and attract followers.
Level 9: Mental link with a number of lieutenants (followers that are Warriors of at least 4th level) equal to Fighter's level (this operates on its own unique psionic frequency).
Level 12: Automatic proficiency in all weapons that the fighter has seen in operation (does not count as "free" slots, so 2 slots are still needed to single specialize, etc.).
Level 12: Can transfer 1/10 of total XP to one of the fighter's children upon natural (mental aging) death.
Level 18: Fighter's hit points are maximum (consider all hit die rolls to be maximum possible, even if the fighter has non-warrior classes).
Level 18: Can automatically hit any mortal creature with a non infinite negative Armor Class when using "Great Swing".
Level 18: Mental link to lieutenants now gives the lieutenants the ability to cast 1 first level priest spell per day (casting level = 1).
Level 27: Raise Self: The fighter will be able to Raise Dead on himself 1 day after death (as long as the death was due to physical damage). This ability cannot be used more than once per year.
Level 27: Maximum age doubles (the fighter may be lowered 1-2 age categories).
Level 27: Ability to grant a total of (#followers) priest levels of spells (maximum spell level = 4) to followers (or himself). The spell recipient must be able to memorize the spells the question (be a ranger, have a priest class, etc.). The fighter may grant spells to himself, even if he cannot normally cast spells (in this case, caster level = 9).
Level 36: Fighter may have his "home plane" switched to that of his alignment.

[PC1] Warrior Group Classes


Fighter3

Level KXP
Spells
1 0 (none)
2 10 (none)
3 30 (none)
4 60 (none)
5 100 (none)
6 150 (none)
7 210 (none)
8 280 (none)
9 360 (none)
10 450 (none)
11 550 (none)
12 660 (none)
13 780 (none)
14 910 (none)
15 1050 (none)
16 1200 (none)
17 1360 (none)
18 1530 (none)
19 1710 (none)
20 1900 (none)
21 2100 (none)
22 2310 (none)
23 2530 (none)
24 2760 (none)
25 3000 (none)
26 3250 (none)
27 3510 (none)
28 3780 (none)
29 4060 (none)
30 4350 (none)
31 4650 (none)
32 4960 (none)
33 5280 (none)
34 5610 (none)
35 5950 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  2  3  1  1  1  1  0
+2  5  2  4  2  1  1  1  0
+3  5  3  4  3  2  2  2  1
+4  6  4  5  4  3  2  2  1
+5  7  5  6  5  4  3  2  1
+6  8  5  7  6  4  3  3  2
+7  8  6  7  7  5  4  3  2
+8  9  7  8  8  6  4  4  2
+9 10  8  9  9  7  5  4  3
+10 11  8 10 10  7  5  4  3
+11 11  9 10 11  8  6  5  3
+12 12 10 11 12  9  6  5  4
+13 13 11 12 13 10  7  6  4
+14 14 11 13 14 10  7  6  4
+15 14 12 13 14 11  8  6  5
+16 14 12 14 14 11  8  7  5
+17 14 13 14 14 12  9  7  5
+18 15 13 14 14 12  9  8  6
Requisites: Str 0, Dex 0, Con 0
Alignment: any
HD/level: d10
Weapon Prof.: 10+level/9
To Hit Table: +level
Save Table: War
Reference: PH3-35
Groups: Warrior
   
Level 1: Does double damage on a natural 20. With a size L+ weapon, hits and does double damage on a natural 19-20.
Level 1: In addition to the normal number of feats, Fighter3 gets one feat at level 1, then 1 feat every even level afterwards.
The list of allowed bonus feats are: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge, Exotic Weapon Proficiency, Improved Disarm, Improved Trip, Whirlwind Attack, Improved Critical, Improved Initiative, Improved Unarmed Strike, Deflect Arrows, Stunning Strike, Mounted Combat, Point Blank Shot, Power Attack,Quick Draw, Two-Weapon Fighting, Weapon Finesse, Weapon Focus, Weapon Specialization (+0/+2). Until these are "collectivized", see PH3 for details

[PC1] Warrior Group Classes


Guard

Level KXP
Spells
1 0 (none)
2 0.8 (none)
3 1.6 (none)
4 3.2 (none)
5 6.4 (none)
6 12.8 (none)
7 25.6 (none)
8 51.2 (none)
9 102.4 (none)
10 204.8 (none)
11 360 (none)
12 520 (none)
13 680 (none)
14 840 (none)
15 1000 (none)
16 1160 (none)
17 1320 (none)
18 1480 (none)
19 1640 (none)
20 1800 (none)
21 1960 (none)
22 2120 (none)
23 2280 (none)
24 2440 (none)
25 2600 (none)
26 2760 (none)
27 2920 (none)
28 3080 (none)
29 3240 (none)
30 3400 (none)
31 3560 (none)
32 3720 (none)
33 3880 (none)
34 4040 (none)
35 4200 (none)
36 4360 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  6  5  4  3  2  1  1  0
+1  6  5  4  3  3  1  1  0
+2  6  5  4  4  3  2  2  1
+3  8  7  6  5  4  2  2  1
+3  8  7  6  5  5  3  2  1
+4  8  7  6  6  5  3  3  2
+5 10  9  8  7  6  4  3  2
+5 10  9  8  7  7  4  4  2
+6 10  9  8  8  7  5  4  3
+7 12 11 10  9  8  5  4  3
+7 12 11 10  9  9  6  5  3
+8 12 11 10 10  9  6  5  4
+9 12 12 11 10  9  7  6  4
+9 12 12 11 10 10  7  6  4
+10 12 12 11 11 10  8  6  5
+11 13 12 12 11 10  8  7  5
+11 13 12 12 11 11  9  7  5
+12 13 12 12 12 11  9  8  6
Requisites: Str 6
Alignment: any
HD/level: d8
Weapon Prof.: 4+level/3
To Hit Table: Ftr0
Save Table: Ftr0
Reference: DM
Groups: Warrior
   
Needs only a Str of 6 to qualify.
Gets Exceptional Str & Con. Can take Super Str & Con for 2 weapon proficiencies each.
Level 1: 1V: Deflect 1P action worth of attacks from any target within (5*level)' to yourself. You cannot then deflect these attacks away; you must actually be hittable by the attacks.
Level 5: Great Swing as per Fighter.

[PC1] Warrior Group Classes


Paladin2

Level KXP Priest
123 4
1 0 --- -
2 2.25 --- -
3 4.5 --- -
4 9 --- -
5 18 --- -
6 36 --- -
7 75 --- -
8 150 --- -
9 300 1-- -
10 600 2-- -
11 900 21- -
12 1200 22- -
13 1500 221 -
14 1800 321 -
15 2100 321 1
16 2400 332 1
17 2700 333 1
18 3000 333 1
19 3300 333 2
20 3600 333 3
21 3900 433 3
22 4200 443 3
23 4500 444 3
24 4800 444 4
25 5100 544 4
26 5400 554 4
27 5700 555 4
28 6000 555 5
29 6300 655 5
30 6600 665 5
31 6900 666 5
32 7200 666 6
33 7500 766 6
34 7800 776 6
35 8100 777 6
36 8400 777 7
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 12, Con 9, Wis 13, Chr 17
Alignment: LG
HD/level: d10
Weapon Prof.: 4+level/3
To Hit Table: War
Save Table: War
Reference: PH2-27
Groups: Warrior
   
Level 1: May shatter a magical, psionic, or innate effect that is currently running. It requires 10 dmg per spell level of the effect to shatter it. This doesn't require a Holy Avenger.
Level 1: Detect Evil (Range 60', requires 1 mental action) as the spell, except the evil creature must have evil intent in order to be picked up as an evil creature. This may done as often as the paladin wishes.
Level 1: Immunity to all forms of natural (non-magical) disease.
Level 1: Lay on Hands: Cure 2 hit points per level (Range T, uses 1 mental), once per day. This curing ability may be divided between two or more creatures, and does function on outer planar targets.
Level 1: Cure Disease: can be done once per week per 5 levels (round up).
Level 1: Protection from Evil 10'r (continuous, but may be lowered).
Level 1: Turn Undead as a cleric of 2 levels lower.
Level 1: +2 on all saving throws; not cumulative with cavalier or knight bonus.
Level 1: Cannot retain more than 10 magic items (2 armor, 4 weapons, 4 any). (Ignore this restriction)
Level 1: 10% of all treasure must be given to a religious institution (this is called the tithe). Leftover wealth not spent is also donated. (Ignore this restriction)
Level 1: If holding a Holy Avenger, +10*N% MR (where N is the weapons TH bonus) and can Dispel Magic
Level 3: Effective Charisma with lower level warriors increased by level-1.
Level 4: The paladin may call upon a special war horse (which is treated as a mage's familiar). Possible mounts include the following: War Horse, Pegasus/Unicorn, Dragon Horse, Dragon, Opinicus, and Ki-Rin.
It takes 17-24 hours for the mount to arrive, and the Hit Dice of the mount cannot be higher than the paladin's level. If the mount is lost, another can be called after the paladin spends 1 week praying (but no more than 2 mounts can be employed in a single decade).
Level 9: Automatically gains 1 XP per year per follower if sets up a stronghold.

[PC1] Warrior Group Classes


Paladin3

Level KXP Spells
123 4
1 0 --- -
2 10 --- -
3 30 --- -
4 60 0-- -
5 100 0-- -
6 150 1-- -
7 210 1-- -
8 280 10- -
9 360 10- -
10 450 11- -
11 550 110 -
12 660 111 -
13 780 111 -
14 910 211 0
15 1050 211 1
16 1200 221 1
17 1360 222 1
18 1530 322 1
19 1710 333 2
20 1900 333 3
21 2100 433 3
22 2310 443 3
23 2530 444 3
24 2760 444 4
25 3000 544 4
26 3250 554 4
27 3510 555 4
28 3780 555 5
29 4060 655 5
30 4350 665 5
31 4650 666 5
32 4960 666 6
33 5280 766 6
34 5610 776 6
35 5950 777 6
36 6300 777 7
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  2  3  1  1  1  1  0
+2  5  2  4  2  1  1  1  0
+3  5  3  4  3  2  2  2  1
+4  6  4  5  4  3  2  2  1
+5  7  5  6  5  4  3  2  1
+6  8  5  7  6  4  3  3  2
+7  8  6  7  7  5  4  3  2
+8  9  7  8  8  6  4  4  2
+9 10  8  9  9  7  5  4  3
+10 11  8 10 10  7  5  4  3
+11 11  9 10 11  8  6  5  3
+12 12 10 11 12  9  6  5  4
+13 13 11 12 13 10  7  6  4
+14 14 11 13 14 10  7  6  4
+15 14 12 13 14 11  8  6  5
+16 14 12 14 14 11  8  7  5
+17 14 13 14 14 12  9  7  5
+18 15 13 14 14 12  9  8  6
Requisites: Str 0, Wis 0 (11), Chr 0
Alignment: LG
HD/level: d10
Weapon Prof.: 10+level/9
To Hit Table: +level
Save Table: War
Reference: PH3-41
Groups: Warrior
   
Level 1: 1M: Detect Evil.
Level 1: Divine Grace: Add Chr bonus to all saving throws.
Level 1: Lay on Hands: 1V, 1/d, touch: Cure LVL*(Chr bonus) hp, or Cause same amount to an undead creature. This can be "broken up" among multiple touches.
Level 1: Divine Health: Immune to disease, mummy rot, lycanthropy.
Level 2: Aura of Courage: Immune to fear. All within 10' resist fear.
Level 2: Smite Evil: 1 attack, 1/d: +(Chr bonus) TH, +LVL dmg with next attack vs. an evil creature.
Level 3: Remove Disease: 1M, [LVL/3] /week: Cure Disease.
Level 3: Turn Undead as if a Priest of 2 levels lower.
Level 4: Can cast Priest spells; gets Wisdom bonus.
Level 5: Special Mount: Gain a familiar which must be a mount (the familiar list in [S0.5] indicates which types can be mounts).

[PC1] Warrior Group Classes


Ranger1

Level KXP Druid Wizard
123   12
1 0 ---   --
2 2.25 ---   --
3 4.5 ---   --
4 10 ---   --
5 20 ---   --
6 40 ---   --
7 90 ---   --
8 150 1--   --
9 225 1--   1-
10 325 2--   1-
11 650 2--   2-
12 975 21-   2-
13 1300 21-   21
14 1625 22-   21
15 1950 22-   22
16 2275 221   22
17 2600 222   22
18 2925 322   22
19 3250 322   32
20 3575 332   32
21 3900 332   32
22 4225 333   33
23 4550 333   33
24 4875 433   33
25 5200 433   33
26 5525 443   43
27 5850 443   43
28 6175 444   43
29 6500 444   44
30 6825 544   44
31 7150 544   44
32 7475 554   44
33 7800 555   54
34 8125 655   54
35 8450 665   54
36 8775 666   55
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 13, Con 14, Int 13, Wis 14
Alignment: any G
HD/level: +d8
Weapon Prof.: 3+level/3
To Hit Table: War
Save Table: War
Reference: PH1-24
Groups: Warrior
   
Level 1: Free Tracking proficiency, number of free slots = Ranger's level ÷ 2.
Level 1: Trailing, Wilderness Survival, Two-Weapon Fighting proficiencies.
Level 1: +4 to hit and +1/level damage versus a species enemy. This can be either a single race without qualifier ("All dragons", "All demons", but not "All demi-humans") or "Giant-class" (which includes all creatures who have 2 arms, 2 legs, and have skin, fur, or scales; but does not include humans and demi-humans).
Level 1: Rogue abilities as per Scout (see [PC4]).
Level 1: Surprise 50% of time, is surprised only 1 in 6.
Level 1: Excess goods/treasure must be donated as per paladin.
Level 1: Cannot hire men-at-arms (Ignore this restriction)
Level 1: Cannot operate with more than 2 other Rangers (Ignore this restriction)
Level 4: Locate Object/Animal/Plant (level÷4) times per day (as Priest spells).
Level 8: Ability to cast druid spells (no wisdom bonus), see table in [S1].
Level 8: Can now hire men-at-arms
Level 9: Ability to cast wizard spells (can specialize in charm/divination), see table in [S1]. (Ran2 does not get this ability)
Level 10: Can use Priest and Wizard items that are not written.
Level 10: Attract 2-20 followers
Level 18: Find the Path 1/day (as the Priest spell).

[PC1] Warrior Group Classes


Ranger3

Level KXP Priest
123 4
1 0 --- -
2 10 --- -
3 30 --- -
4 60 0-- -
5 100 0-- -
6 150 1-- -
7 210 1-- -
8 280 10- -
9 360 10- -
10 450 11- -
11 550 110 -
12 660 111 -
13 780 111 -
14 910 211 0
15 1050 211 1
16 1200 221 1
17 1360 222 1
18 1530 322 1
19 1710 333 2
20 1900 333 3
21 2100 433 3
22 2310 443 3
23 2530 444 3
24 2760 444 4
25 3000 544 4
26 3250 554 4
27 3510 555 4
28 3780 555 5
29 4060 655 5
30 4350 665 5
31 4650 666 5
32 4960 666 6
33 5280 766 6
34 5610 776 6
35 5950 777 6
36 6300 777 7
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  2  3  1  1  1  1  0
+2  5  2  4  2  1  1  1  0
+3  5  3  4  3  2  2  2  1
+4  6  4  5  4  3  2  2  1
+5  7  5  6  5  4  3  2  1
+6  8  5  7  6  4  3  3  2
+7  8  6  7  7  5  4  3  2
+8  9  7  8  8  6  4  4  2
+9 10  8  9  9  7  5  4  3
+10 11  8 10 10  7  5  4  3
+11 11  9 10 11  8  6  5  3
+12 12 10 11 12  9  6  5  4
+13 13 11 12 13 10  7  6  4
+14 14 11 13 14 10  7  6  4
+15 14 12 13 14 11  8  6  5
+16 14 12 14 14 11  8  7  5
+17 14 13 14 14 12  9  7  5
+18 15 13 14 14 12  9  8  6
Requisites: Str 0, Dex 0, Wis 0 (11)
Alignment: any
HD/level: d10
Weapon Prof.: 10+level/9
To Hit Table: +level
Save Table: War
Reference: PH3-44
Groups: Warrior
   
Level 1: Gain Track feat.
Level 1: Favored Enemy: Pick a type of creature. +1 dmg & proficiency checks vs. that enemy. Every 5 levels, gain another Favored Enemy and all previous Favored Enemy bonuses increase by +1.
Level 1: Can take Improved Two-Weapon Fighting feat even if doesn't have prerequisites.
Level 4: Can cast Priest spells; gets Wisdom bonus.

[PC2] Wizard Group Classes


Alchemist1

Level KXP Wizard
123 456 789
1 0 --- --- ---
2 1 --- --- ---
3 3.2 1-- --- ---
4 6 2-- --- ---
5 10 3-- --- ---
6 18.5 41- --- ---
7 30 421 --- ---
8 50 432 --- ---
9 75 433 1-- ---
10 110 443 21- ---
11 200 444 22- ---
12 380 444 221 ---
13 560 444 332 ---
14 640 444 443 ---
15 820 444 444 ---
16 1000 544 444 1--
17 1180 554 444 2--
18 1360 555 444 3--
19 1540 555 544 4--
20 1720 555 554 41-
21 1900 555 555 42-
22 2080 555 555 53-
23 2260 555 555 54-
24 2440 555 555 55-
25 2620 655 555 551
26 2800 665 555 552
27 2980 666 555 553
28 3160 666 655 554
29 3340 666 665 555
30 3520 666 666 555
31 3700 666 666 655
32 3880 666 666 665
33 4060 666 666 666
34 4240 777 666 666
35 4420 777 777 666
36 4600 777 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Str 9, Dex 9, Con 14, Int 10, Wis 6
Alignment: any
HD/level: d3
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: BoD3
Groups: Wizard
   
Level 1: One occupation non-weapon proficiency per level (free).
Level 1: Read Languages (47+level*3)%.
Level 2: Identify minerals by sight.
Level 3: Identify potions and poisons by sight.
Level 3: Considered specialized in Enchantment/Charm (no opposite).
Level 4: Identify plants by sight.
Level 4: Can create potions in 1/(level-3) the normal time.
Level 5: Identify animals by sight.
Level 6: Can write scrolls in 1/(level-5) the normal time.
Level 6: Considered specialized in Alteration (no opposites still).
Level 7: Can create any expendible/charged item in 1/(level-6) the normal time.
Level 9: Predict miscibility (Level-8)*10%.
Level 9: Can create any non-artifact magic item in 1/(level-8) the normal time.
Level 9: Identify any non-artifact magic item by sight.
Level 9: Identify non-immortal monsters by sight.
Level 9: Can specialize in (third) school; if this is done, select an opposite.

[PC2] Wizard Group Classes


Black Robe1

Level KXP Wizard
123 456 789
1 2.5 1-- --- ---
2 5 2-- --- ---
3 10 21- --- ---
4 17 32- --- ---
5 35 421 --- ---
6 45 422 --- ---
7 80 432 1-- ---
8 135 433 2-- ---
9 290 433 21- ---
10 375 443 221 ---
11 500 444 321 ---
12 650 444 421 1--
13 800 555 432 111
14 1000 555 442 111
15 1200 555 552 111
16 1400 555 553 211
17 1650 555 554 321
18 1900 555 554 321
19 2150 555 554 322
20 2400 555 554 333
21 2650 555 554 444
22 2900 555 555 555
23 3150 666 666 666
24 3400 776 666 666
25 3650 777 766 666
26 3900 777 776 666
27 4150 777 777 666
28 4400 777 777 776
29 4650 777 777 777
30 4900 887 777 777
31 5150 888 777 777
32 5400 888 877 777
33 5650 888 887 777
34 5900 888 888 777
35 6150 888 888 877
36 6400 888 888 887
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Dex 6, Int 9
Alignment: any E
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Wiz
Reference: DLA1
Groups: Wizard
   
Specialized in Necromancy. Has Divination and Abjuration as opposite schools.
Level 1: May use 1 material component effect per spell as a zero action.

[PC2] Wizard Group Classes


Elf0

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 4 2-- --- ---
3 8 21- --- ---
4 16 22- --- ---
5 32 221 --- ---
6 64 222 --- ---
7 120 322 1-- ---
8 250 332 2-- ---
9 400 333 21- ---
10 600 333 32- ---
11 850 433 321 ---
12 1100 444 321 ---
13 1350 444 322 ---
14 1600 444 432 ---
15 1850 544 432 1--
16 2100 555 432 2--
17 2350 655 443 2--
18 2600 655 443 21-
19 2850 655 543 22-
20 3100 655 544 32-
21 3350 655 544 321
22 3600 665 554 322
23 3850 666 654 332
24 4100 776 655 432
25 4350 776 655 443
26 4600 777 665 543
27 4850 777 665 554
28 5100 887 666 654
29 5350 887 776 655
30 5600 888 777 665
31 5850 888 777 766
32 6100 988 887 776
33 6350 999 888 777
34 6600 999 988 887
35 6850 999 999 888
36 7100 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  6  5  5  3  3  0  1  1
+1  6  5  5  4  3  0  1  1
+2  6  5  5  4  4  0  2  1
+3 10  8  8  7  7  1  2  2
+3 10  8  8  8  7  1  2  2
+4 10  8  8  8  8  2  3  2
+5 14 11 11 11 11  2  3  3
+5 14 12 11 11 11  2  4  3
+6 14 12 12 11 11  3  4  3
+7 16 14 14 15 15  3  4  4
+7 16 14 14 15 15  3  4  4
+8 16 14 14 15 15  3  4  4
+9 16 14 14 15 15  3  4  4
+9 16 14 14 15 15  3  4  4
+10 16 14 14 15 15  3  4  4
+11 16 14 14 15 15  3  4  4
+11 16 14 14 15 15  3  5  4
+12 16 14 14 15 15  4  5  4
Requisites: Str 9, Int 9
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/3
To Hit Table: Ftr0
Save Table: Elf0
Reference: RC0-25
Groups: Warrior, Wizard
   
Cannot specialize.
Level 1: May use 1 material component effect per spell as a zero action.
Level 1: Over Hit: If you hit someone by more than 20, add +1 damage for each number over what you needed to hit.
Example: You need a -15 to hit someone, and you roll a 12. Damage bonus = Roll - Needed - 20 = 12 - -15 -20 = 7.
Level 1: +1 slot in Weapon Mastery per level.
Level 1: Fighting Withdrawal: 2V: Disengage melee combat without receiving a parting shot.
Level 9: Smash: 0: Get -5 to hit, but add an additional Str bonus to damage.
Level 9: Parry: +N AC for each weapon you are wielding (N=0 for small, N=1 for medium, N=4 for large).
Level 9: Disarm: 0: An attack you do does no damage, roll 1d20+(your Dex)-(target's Dex)*2, if greater than 0 he is disarmed.
Level 10: +8 HNCL (this can't be picked)
Level 12: If you need a 2 or less to hit a target, you may attack it twice for each attack.
Level 24: If you need a 2 or less to hit a target, you may attack it three times for each attack.
Level 36: If you need a 2 or less to hit a target, you may attack it four times for each attack.

[PC2] Wizard Group Classes


Illusionist1

Level KXP Wizard
123 456 7
1 0 1-- --- -
2 2.25 2-- --- -
3 4.5 21- --- -
4 9 32- --- -
5 18 421 --- -
6 35 431 --- -
7 60 432 --- -
8 95 432 1-- -
9 145 533 2-- -
10 220 543 21- -
11 440 543 32- -
12 660 554 321 -
13 880 554 322 -
14 1100 554 322 1
15 1320 554 422 2
16 1540 555 432 2
17 1760 555 532 2
18 1980 555 533 2
19 2200 555 543 2
20 2420 555 543 3
21 2640 555 554 3
22 2860 555 555 4
23 3080 555 555 5
24 3300 666 655 5
25 3520 666 666 6
26 3740 777 766 6
27 3960 777 777 7
28 4180 888 877 7
29 4400 888 888 8
30 4620 999 988 8
31 4840 999 999 9
32 5060 AAA A99 9
33 5280 AAA AAA A
34 5500 BBB BAA A
35 5720 BBB BBB B
36 5940 CCC CCC C
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Dex 16, Int 15
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: PH1-26
Groups: Wizard
   
See "Specialist Wizards"
Level 1: Can consider any 1st edition illusionist spell (in PH1, UA1, etc.) as "Illusion" school.

[PC2] Wizard Group Classes


Mage2

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 2-- --- ---
3 5 21- --- ---
4 10 32- --- ---
5 20 421 --- ---
6 40 422 --- ---
7 60 432 1-- ---
8 90 433 2-- ---
9 135 433 21- ---
10 250 443 22- ---
11 375 444 33- ---
12 750 444 441 ---
13 1125 555 442 ---
14 1500 555 442 1--
15 1875 555 552 1--
16 2250 555 553 21-
17 2625 555 553 32-
18 3000 555 553 321
19 3375 555 553 331
20 3750 555 554 332
21 4125 555 554 442
22 4500 555 555 443
23 4875 555 555 553
24 5250 555 555 554
25 5625 555 555 555
26 6000 666 655 555
27 6375 666 666 655
28 6750 666 666 666
29 7125 777 766 666
30 7500 777 777 766
31 7875 777 777 777
32 8250 888 877 777
33 8625 888 888 877
34 9000 888 888 888
35 9375 999 988 888
36 9750 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 9
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: PH2-31
Groups: Wizard
   
May specialize as seen in the beginning of the [PC2] section.
Level 1: May use 1 material component effect per spell as a zero action.

[PC2] Wizard Group Classes


Magic-User0

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 2-- --- ---
3 5 21- --- ---
4 10 22- --- ---
5 20 221 --- ---
6 40 222 --- ---
7 80 322 1-- ---
8 150 332 2-- ---
9 300 333 21- ---
10 450 333 32- ---
11 600 433 321 ---
12 750 444 321 ---
13 900 444 322 ---
14 1050 444 432 ---
15 1200 544 432 1--
16 1350 555 432 2--
17 1500 655 443 2--
18 1650 655 443 21-
19 1800 655 543 22-
20 1950 655 544 32-
21 2100 655 544 321
22 2250 665 554 322
23 2400 666 654 332
24 2550 776 655 432
25 2700 776 655 443
26 2850 777 665 543
27 3000 777 665 554
28 3150 887 666 654
29 3300 887 776 655
30 3450 888 777 665
31 3600 888 777 766
32 3750 988 887 776
33 3900 999 888 777
34 4050 999 988 887
35 4200 999 999 888
36 4350 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  1  1
+1  5  4  5  3  3  0  1  1
+1  5  4  5  3  4  0  1  2
+1  5  5  5  3  4  1  2  2
+2  6  5  5  3  4  1  2  3
+3  7  6  7  4  6  2  3  3
+3  7  6  7  5  6  2  3  4
+3  7  7  7  5  6  2  3  4
+3  7  7  7  5  7  3  4  5
+4  8  7  7  5  7  3  4  5
+5  9  8  9  6  9  4  5  6
+5  9  8  9  7  9  4  5  6
+5  9  9  9  7  9  4  5  7
+5 10  9  9  7  9  5  6  7
+6 10  9 10  7  9  5  6  8
+7 11 10 11  8 12  6  7  8
+7 11 10 11  9 12  6  7  9
+7 11 11 11  9 12  6  7  9
Requisites: Int 9
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/3
To Hit Table: M-U0
Save Table: M-U0
Reference: RC0-19
Groups: Wizard
   
Cannot specialize.
Level 1: May use 1 material component effect per spell as a zero action.

[PC2] Wizard Group Classes


Preserver2

Level KXP Wizard
123 456 789
1 0 20- --- ---
2 2.5 21- --- ---
3 5 220 --- ---
4 10 321 --- ---
5 15 432 0-- ---
6 25 432 1-- ---
7 50 543 20- ---
8 75 543 21- ---
9 100 654 320 ---
10 150 654 321 ---
11 200 665 432 0--
12 300 665 432 1--
13 750 666 543 2--
14 1000 666 654 3--
15 1250 666 665 4--
16 1500 666 666 5--
17 1750 666 666 60-
18 2000 666 666 61-
19 2500 666 666 62-
20 3000 666 666 63-
21 3500 666 666 640
22 4000 666 666 651
23 4500 666 666 662
24 5000 666 666 663
25 5500 666 666 664
26 6000 666 666 665
27 6500 666 666 666
28 7000 766 666 666
29 7500 776 666 666
30 8000 777 666 666
31 8500 777 766 666
32 9000 777 776 666
33 9500 777 777 666
34 10000 777 777 766
35 10500 777 777 776
36 11000 777 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 9, Chr 9
Alignment: any G
HD/level: d5
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: DS2
Groups: Wizard
   
Gets Wisdom bonus as bonus Wizard spells. This bonus is in addition to any Wisdom bonus for Priests.
Level 1: 1M,1P: Give Strength to a Land (level/6 mile radius). This allows Druids to recover their spells, animals to live there, etc. It may take several uses of this ability if the local land is particularly hostile or has been completely drained.
Level 3: May cast Priest spells of Necromancy & Healing spheres as if they are 2 spell levels higher.
Level 4: 3M,3P: Restore PF of local area by 1 to a maximum of 10.
Level 9: 6M,6P: Restore MF of local area by 1 to a maximum of 10.
Level 9: May cast Priest spells of Necromancy & Healing spheres as if they are 1 spell level higher.
Level 16: 10M,10P: Restore TF of local area by 1 to a maximum of 10.
Level 27: May cast Priest spells of Necromancy & Healing spheres at the same spell level.

[PC2] Wizard Group Classes


Red Robe1

Level KXP Wizard
123 456 789
1 2.5 1-- --- ---
2 5 2-- --- ---
3 10 21- --- ---
4 18 321 --- ---
5 36 431 --- ---
6 50 432 --- ---
7 90 432 1-- ---
8 180 433 2-- ---
9 350 433 21- ---
10 500 543 221 ---
11 700 544 332 ---
12 900 544 342 1--
13 1100 555 442 11-
14 1300 555 442 21-
15 1500 655 452 211
16 1750 655 553 211
17 2000 655 553 321
18 2250 665 553 322
19 2500 665 554 332
20 2750 665 554 433
21 3000 665 554 444
22 3250 665 555 544
23 3500 665 555 555
24 3750 666 655 555
25 4000 666 666 555
26 4250 666 666 665
27 4500 666 666 666
28 4750 776 666 666
29 5000 777 766 666
30 5250 777 777 666
31 5500 777 777 776
32 5750 777 777 777
33 6000 887 777 777
34 6250 888 877 777
35 6500 888 888 777
36 6750 888 888 887
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Dex 6, Int 9
Alignment: C* or *N
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Wiz
Reference: DLA1
Groups: Wizard
   
Specialized in Invocation. Has Enchantment and Necromancy as opposite schools.
Level 1: May use 1 material component effect per spell as a zero action.

[PC2] Wizard Group Classes


Sorcerer3

Level KXP Wizard
123 456 789
1 0 2-- --- ---
2 10 2-- --- ---
3 30 3-- --- ---
4 60 31- --- ---
5 100 42- --- ---
6 150 421 --- ---
7 210 532 --- ---
8 280 532 1-- ---
9 360 543 2-- ---
10 450 543 21- ---
11 550 554 32- ---
12 660 554 321 ---
13 780 554 432 ---
14 910 554 432 1--
15 1050 554 443 2--
16 1200 554 443 21-
17 1360 554 443 32-
18 1530 554 443 321
19 1710 554 443 332
20 1900 554 443 333
21 2100 554 444 333
22 2310 554 444 433
23 2530 554 444 443
24 2760 554 444 444
25 3000 555 444 444
26 3250 555 544 444
27 3510 555 554 444
28 3780 555 555 444
29 4060 555 555 544
30 4350 555 555 554
31 4650 555 555 555
32 4960 655 555 555
33 5280 665 555 555
34 5610 666 555 555
35 5950 666 655 555
36 6300 666 665 555
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+1  4  7  5  3  7  0  1  1
+1  4  8  5  4  7  0  1  2
+2  4  8  6  4  7  1  2  2
+2  5  9  6  4  8  1  2  3
+3  5  9  7  5  8  2  3  3
+3  5 10  7  5  9  2  3  4
+4  6 10  7  6  9  2  3  4
+4  6 10  8  6  9  3  4  5
+5  6 11  8  6 10  3  4  5
+5  7 11  9  7 10  4  5  6
+6  7 12  9  7 11  4  5  6
+6  7 12  9  8 11  4  5  7
+7  7 13 10  8 11  5  6  7
+7  8 13 10  8 12  5  6  8
+8  8 13 11  9 12  6  7  8
+8  8 14 11  9 13  6  7  9
+9  9 14 11 10 13  6  7  9
Requisites: Dex 0, Con 0, Chr 0 (10)
Alignment: any
HD/level: d4
Weapon Prof.: 5+level/9
To Hit Table: +level/2
Save Table: Wiz
Reference: PH3-48
Groups: Wizard
   
Level 1: Charisma bonus in spells.

[PC2] Wizard Group Classes


White Robe1

Level KXP Wizard
123 456 789
1 2.5 1-- --- ---
2 5 2-- --- ---
3 10 21- --- ---
4 20 32- --- ---
5 38 421 --- ---
6 55 422 --- ---
7 100 432 1-- ---
8 200 433 2-- ---
9 400 433 21- ---
10 600 443 221 ---
11 800 444 332 1--
12 1000 444 443 21-
13 1250 555 443 21-
14 1500 555 443 21-
15 1750 555 553 221
16 2000 555 554 221
17 2250 555 554 332
18 2500 555 554 333
19 2750 555 554 443
20 3000 555 554 444
21 3250 555 555 544
22 3500 555 555 554
23 3750 666 655 555
24 4000 666 666 655
25 4250 666 666 666
26 4500 777 766 666
27 4750 777 777 766
28 5000 777 777 777
29 5250 877 777 777
30 5500 887 777 777
31 5750 888 777 777
32 6000 888 877 777
33 6250 888 887 777
34 6500 888 888 777
35 6750 888 888 877
36 7000 888 888 887
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Dex 6, Int 9
Alignment: any G
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Wiz
Reference: DLA1
Groups: Wizard
   
Specialized in Abjuration. Has Illusion and Necromancy as opposite schools.
Level 1: May use 1 material component effect per spell as a zero action.

[PC2] Wizard Group Classes


Witch Doctor

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 1 2-- --- ---
3 2 21- --- ---
4 4 22- --- ---
5 8 221 --- ---
6 16 222 --- ---
7 32 222 1-- ---
8 64 222 2-- ---
9 128 222 21- ---
10 256 222 22- ---
11 450 322 22- ---
12 650 332 221 ---
13 850 333 222 ---
14 1050 333 322 ---
15 1250 333 332 ---
16 1450 433 333 1--
17 1650 443 333 2--
18 1850 444 333 3--
19 2050 444 433 3--
20 2250 444 443 3--
21 2450 444 444 31-
22 2650 444 444 42-
23 2850 444 444 43-
24 3050 444 444 44-
25 3250 544 444 44-
26 3450 554 444 44-
27 3650 555 444 441
28 3850 555 544 442
29 4050 555 554 443
30 4250 555 555 444
31 4450 555 555 544
32 4650 555 555 554
33 4850 555 555 555
34 5050 666 555 555
35 5250 666 666 555
36 5450 666 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  1  1
+1  5  4  5  3  3  0  1  1
+1  5  4  5  3  4  0  1  2
+1  5  5  5  3  4  1  2  2
+2  6  5  5  3  4  1  2  3
+3  7  6  7  4  6  2  3  3
+3  7  6  7  5  6  2  3  4
+3  7  7  7  5  6  2  3  4
+3  7  7  7  5  7  3  4  5
+4  8  7  7  5  7  3  4  5
+5  9  8  9  6  9  4  5  6
+5  9  8  9  7  9  4  5  6
+5  9  9  9  7  9  4  5  7
+5 10  9  9  7  9  5  6  7
+6 10  9 10  7  9  5  6  8
+7 11 10 11  8 12  6  7  8
+7 11 10 11  9 12  6  7  9
+7 11 11 11  9 12  6  7  9
Requisites: Int 6
Alignment: any
HD/level: d2
Weapon Prof.: 1+level/6
To Hit Table: M-U0
Save Table: M-U0
Reference: DM
Groups: Wizard
   
Can specialize in a school, but pick 2 opposites.
Level 1: Can read scrolls of any spell level without "blowing your head off".
Level 1: Can weapon specialize as per Ranger1.
Level 8: Can create potions as per an Alchemist of ½ the Witch Doctor's level.

[PC2] Wizard Group Classes


Wizard3

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 10 2-- --- ---
3 30 21- --- ---
4 60 32- --- ---
5 100 321 --- ---
6 150 332 --- ---
7 210 432 1-- ---
8 280 433 2-- ---
9 360 443 21- ---
10 450 443 32- ---
11 550 444 321 ---
12 660 444 332 ---
13 780 444 432 1--
14 910 444 433 2--
15 1050 444 443 21-
16 1200 444 443 32-
17 1360 444 444 321
18 1530 444 444 332
19 1710 444 444 433
20 1900 444 444 444
21 2100 544 444 444
22 2310 554 444 444
23 2530 555 444 444
24 2760 555 544 444
25 3000 555 554 444
26 3250 555 555 444
27 3510 555 555 544
28 3780 555 555 554
29 4060 555 555 555
30 4350 655 555 555
31 4650 665 555 555
32 4960 666 555 555
33 5280 666 655 555
34 5610 666 665 555
35 5950 666 666 555
36 6300 666 666 655
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+1  4  7  5  3  7  0  1  1
+1  4  8  5  4  7  0  1  2
+2  4  8  6  4  7  1  2  2
+2  5  9  6  4  8  1  2  3
+3  5  9  7  5  8  2  3  3
+3  5 10  7  5  9  2  3  4
+4  6 10  7  6  9  2  3  4
+4  6 10  8  6  9  3  4  5
+5  6 11  8  6 10  3  4  5
+5  7 11  9  7 10  4  5  6
+6  7 12  9  7 11  4  5  6
+6  7 12  9  8 11  4  5  7
+7  7 13 10  8 11  5  6  7
+7  8 13 10  8 12  5  6  8
+8  8 13 11  9 12  6  7  8
+8  8 14 11  9 13  6  7  9
+9  9 14 11 10 13  6  7  9
Requisites: Dex 0, Con 0, Int 0 (10)
Alignment: any
HD/level: d4
Weapon Prof.: 5+level/9
To Hit Table: +level/2
Save Table: Wiz
Reference: PH3-52
Groups: Wizard
   
May specialize in a school, pick an opposite.
Level 1: Intelligence bonus for spells.
Level 1: Scribe Scroll feat.
Level 1: Read/Write Draconic proficiency.
Level 5: LVL/5 bonus feats. These feats must be a metamagic feat, an item creation feat, or Spell Mastery.

[PC3] Priest Group Classes


Specialty Priests "Great God List" (GGL)

Mythos Deity God of M. Req AL Turn Specialty Priest Abilities
Beholder Great Mother Fertility, Tyranny x5 Int +5; Chr +10 L any Yes L1: 1M, LVL/d: Create a DL=(LVL+1)/2 Beholder, acts as a summon but not a summon slot
Beholder, Ang. Omarax the Eye Tyrant Atrocities x4 Con +7 L any Yes +2 L1: +LVL eyes, Wild Talent in Psi29; L9: Once: Shapechange Self to a Beholder type, no XP divisor
Beholder, DM Sporacle of Absolute Absoluteness x3 All Six +3 A any Yes +1 L1: Eye's M, LVL/d: Fork; L1: Eye's M, LVL/d: Twist; L5: +LVL-4 QEye'sM; L9: +LVL-8 IEye'sM
Bugbear Grankhul Hunting, Senses x5 Dex +7; Int +5 CE/CN/NE No L1: Ranger tracking; L4: Infravision/Ultravision; L7: x(LVL-5) movement rate, +(LVL-6)V actions
Bugbear Hruggek Violence, Combat x6 Str +8 CE/CN/NE No L1: 1M, LVL/d: Command (IR; no save); L4: +1 size; L7: 1M, LVL/d: Hold Person (IR; no save)
Bugbear Skiggaret Fear x3 Wis +2 CE/CN/NE No L1: Cold damaging shield; L3: 1M, 1/d: Slay Living; L5: Immune Fear, Cold, Paralysis, Darkness
DM, Bear Invisible Polar Bears Martial Arts, Bears x8 Str +6; Con +3 C any Yes L1: Immune Cold; L1: Free Martial Arts style, +LVL maneuvers; L1: +LVL^2 pp /d (1 pp = 5 gp)
DM, Sigil Lady of Pain Sigil, Dread, Blades x9 Str +9 L any Yes L1: 1M: Dimension Door; L4: 1M: Find the Path; L9: Immune Insanity, Hold M actions
DM, Time B. Master of Evil Technology, Time x8 Int +6; Chr +6 any E Yes x2 L1: Know and can cast Chronomancy spells (x2 spell slots each); L9: Plane Shift to Time of Legends
Dwarf Berronar Truesilver Safety, Truth, Home x6 Wis +3 LG/LN/NG Yes -4 L1: +4 CL; L3: Ring of Truth cont.; L5: 1M: Wall of Force/Iron/Stone; L9: +1 Healing spell per SL
Dwarf Clandeggin Silverbeard Battle x5 Str +8 LG/LN/NG No L1: 1M: Command (2 words); L5: +LVL-4 Str; L9: 1M, 1/d: x3 dmg with axes for 1 turn
Dwarf Moradin Creation, Smithing x7 Str +7 LG/LN/NG Yes L1: +2 Chr; L5: Wpn. Spec. Warhammer (Non-War); L9: Luckstone allies in your group
Elf Aerdrie Faenya Air, Weather, Avians x5 Dex +3 C any No L1: Fly; L3: Double Resist Air; L5: Wind Walk; L9: 1M: Summon 4 DL VII Avians
Elf Corellon Larethian Magic, Arts/Crafts x7 Str +6, Int +6 CG/CN/NG Yes L1: +2 Chr; L5: Double Resist Poison; L9: Giant-class gets no saves vs. your Priest spells
Elf Sehanine Moonbow Mysticism, Dreams x6 Int +6; Wis +7 any G Yes +2 L1: Resist slain (halve hp instead); L3: True Sight; L5: 1M: Moonbeam; L9: Wild Talent in Psi10
Elf, Drow Klaransalee Undead, Vengeance x3 Wis +2 CE/CN/NE Yes +3 L1: +1 Revive slot, 1M: Animate Dead; L5: Touch causes 2d6 hp drain; L9: 1M: Cure undead status
Elf, Drow Lolth Spiders, Darkness x5 Wis +7 CE/CN/NE Yes -2 L1: Immune Poison, gain all "Elf, Drow" abilities (have them twice if already a Drow)
Elf, Drow Vhaerun Thievery, Territory x4 Dex +6 any E Yes -4 L1: Non-Detection cont.; L5: Immune to one thing you're Vulnerable/Severe Allergy to
Gnome Baervan Wildwanderer Forests, Travel x6 Con +5 any G Yes -4 L1: Leave no tracks; L3: Free Action; L7: +LVL-5 AC, +LVL-5 saves; L9: +1 Animal Companion
Gnome Baravar Cloakshadow Illusions, Protection x5 Int +8; Dex +8 any G No L1: Can use Wizard Illusion school; L3: Imm. Illusion; L5: Improved Invis.; L9: LVL Mirror Images
Gnome Garl Glittergold Protection, Humor x7 Dex +6; Int +6 any G Yes -2 L1: +5 to all Rogue abil., Two Any Rogue 1 picks; L5: 1M: Tasha's Laughter; L9: Displacement
Goblin Khurgorbaeyag Slavery, Oppression x5 Chr +3 LE/LN/NE No L1: 1M: Fear; L5: 1M: Fear (IR; no save); L8: Immune Chaos, Charm; L9: x2 followers allowed
Goblin Maglublyet War, Rulership x6 Str +7; Chr +5 LE/LN/NE Yes -2 L1: 1M: Charm Person; L5: +LVL-4 Str; L10: 1M: x2 dmg with any one weapon for 1 turn
Goblin Nomog-Geaya Authority x4 Chr +2 LE/LN/NE Yes -3 L1: Can wield 2 Size L weapons, no penalty; L4: 1M: Enfeeblement; L10: 1M: Symbol of Pain
Halfling Arvoreen Vigilance, War x6 Str +6; Con +6 LG/LN/NG No L1: Any Rogue 1 pick w/ LVL*5 points; L5: +LVL-4 /die w/ Healing; L9: +3A actions cont.
Halfling Brandobaris Stealth, Thievery x5 Dex +7 NG/TN/CN No L1: Spider Climb; L2: Silence 15'r; L3: Improved Invis.; L4: Deeppockets; L9: Imm. Clairnasience
Halfling Yondalla Protection, Fertility x7 Wis +4 LG/LN/NG Yes L1: Shield spell cont.; L3: Bless cont.; L5: 1M: Heroes' Feast; L9: Hold Life, Immune Energy Drain
Kobold, Ang. Mughash Strength, Power x3 Str +9 any E Yes ÷2 L1: Resist Poison; L3: Open Locks LVL*10%; L5: 1M: Summon LVL^2 DL I Kobolds
Kobold, DM Kurtulmak War, Mining, Tricks x5 Dex +4; Wis -4 any E Yes L1: +LVL*0.1 in Racial Adj.; L3: 1M: Treasure Finding; L9: 1M, 1/d: Escape from Hole or Mound
Kobold, MTG Rohgahh of Kher Keep Avians, Mountains x4 Str +5; Con +5 CE/CN/LE No L1: Your summons get +2 rhp; L3: Flying ("Urd" Racial Adj.); L5: 1M: Summon DL=LVL-4 Avian
Mind Flayer Elder Brain Community x4 Int +15 non-G Yes L1: +1 sV (script V, Put Brain on Plate) action; L2: +LVL/2 Tentacles; L3: +LVL/3 Int
Mind Flayer Ilsensine Psionics, Sunset x5 Int +6; Chr +6 any L Yes -2 L1: +2+LVL/2 wpn needed to hit you; Ln: Immune to SL=0 to n/2 spells
Mind Flayer, DM Rixthaxth Spelljamming, Smoke x3 Int +13; Wis +6 non-G Yes L1: +1 Familiar; L3: Immune Phlogiston; L5: +1M action; L9: 1M: Between
Orc Bahgtru Strength, Combat x6 Str +8; Int -4 LE/LN/NE No L1: +(LVL+1)/2 Str; L5: +0d+4 w/ punch/claws; L7: +1 instance of Exc. Str bonus
Orc Gruumsh War, Territory x7 Str +8 LE/LN/NE Yes -2 L1: +LVL TH; L3: +8 hp; L6: Cure self 1d8 per enemy slain; L8: 1M: x2 dmg w/ spears for 1 turn
Orc Ilneval Warfare x5 Str +7; Chr +6 LE/LN/NE No L1: +LVL dmg with swords, swords cost 1/10 normal cost; L5: Prayer cont.; L8: 1M: Domination

[PC3] Priest Group Classes


Specialty Priest Spheres

This chart shows how many minors (1st-4th SL only), majors (any SL), and grands (any SL, spells cost ½ a spell) each god multiplier gives.
 
All specialty priests have major access to the "All" sphere. All specialty priests of x7 and x8 gods (not higher or lower) have grand access to the "All" sphere.
 
God # # # Divine Intervention (roll 1d100 twice)
Mult. Minors Majors Grands (all get a grand at 36th) First Roll Second Roll
x10 2 6 4 100 100
x9 5 5 3; get another at 27th. 100 99+
x8 7 5 3 100 (97-level)+
x7 8 4 2; get another at 18th. 99+ (87-level)+
x6 7 4 2 99+ (77-level)+
x5 7 3 1; get another at 9th. 98+ (67-level)+
x4 6 3 1 97+ (57-level)+
x3 5 2 0; get one at 9th. 95+ (47-level)+
x2 4 1 0 90+ (37-level)+

[PC3] Priest Group Classes


Cleric0

Level KXP Priest
123 456 7
1 0 0-- --- -
2 1.5 1-- --- -
3 3 20- --- -
4 6 21- --- -
5 12 220 --- -
6 25 221 --- -
7 50 322 0-- -
8 100 332 1-- -
9 200 333 20- -
10 300 443 21- -
11 400 443 320 -
12 500 444 321 -
13 600 554 322 -
14 700 555 332 -
15 800 655 333 -
16 900 655 443 0
17 1000 665 443 1
18 1100 665 443 2
19 1200 765 444 2
20 1300 765 444 3
21 1400 765 554 3
22 1500 765 554 4
23 1600 776 654 4
24 1700 876 655 4
25 1800 876 655 5
26 1900 877 665 5
27 2000 887 666 5
28 2100 887 776 5
29 2200 887 776 6
30 2300 888 777 6
31 2400 888 887 6
32 2500 988 887 6
33 2600 998 888 7
34 2700 999 888 8
35 2800 999 998 8
36 2900 999 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  7  6  4  2  3  0  0  2
+1  7  6  4  3  3  0  0  3
+1  7  6  4  3  4  0  1  3
+2  7  6  5  3  4  1  1  4
+3  9  8  6  4  5  1  1  4
+3  9  8  6  5  5  2  2  5
+3  9  8  6  5  6  2  2  5
+4  9  8  7  5  6  2  2  6
+5 11 10  8  6  7  3  3  6
+5 11 10  8  7  7  3  3  7
+5 11 10  8  7  8  4  3  7
+6 11 10  9  7  8  4  4  8
+7 12 11 10  8  9  4  4  8
+7 12 11 10  9  9  5  4  9
+7 12 11 10  9 10  5  5  9
+8 12 11 11  9 10  6  5 10
+9 13 12 12 10 11  6  5 10
+9 13 12 12 11 11  6  6 11
Requisites: Wis 9
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/3
To Hit Table: CTD0
Save Table: Clr0
Reference: RC0-13
Groups: Priest
   
Priest Spells: Get 1 Grand, 3 Major, 6 Minor spheres.
Level 1: Turn Undead, see [S3]
Level 1: May use 1 instance of material componenting per spell as a 0 action. You lose this ability if you are a Specialty Priest.
Level 9: Can construct religious stronghold, cost is ½ due to religious help. Must contain temple/cathedral/church at least 2500 sq.ft. If cleric clears area, gains 9 sp/inhabitant from trade/taxes/tithes
Level 9: Detect Deception: can sense lies and see through all illusions with 1M.
Level 9: Loan: Can transfer hit points from self to any creature or group of creatures within sight (1M action). Cannot raise above max hp.
Level 15: Divine Voice: 1M+1P+1V action: all within 180' save vs. spell or Entralled (as spell). Cleric can issue a Mass Suggestion as well.
Level 18: Divine Strength: Can adjust Wis, Str, and Chr as follows: 1M action: one stat raised to equal the cleric's level or +1; the two other stats are reduced by 2; lasts for 1 r/level; maintained effect.
Level 27: Divine Will: Can throw off any one non-godly effect per day; the effect simply does not function on the cleric.

[PC3] Priest Group Classes


Cleric2

Level KXP Priest
123 456 7
1 0 1-- --- -
2 1.5 20- --- -
3 3 21- --- -
4 6 320 --- -
5 13 331 --- -
6 27.5 332 0-- -
7 55 332 1-- -
8 110 333 20- -
9 225 443 21- -
10 450 443 320 -
11 675 544 321 -
12 900 655 322 -
13 1125 666 422 0
14 1350 666 532 1
15 1575 666 642 1
16 1800 777 643 1
17 2025 777 753 2
18 2250 888 864 2
19 2475 998 864 2
20 2700 999 875 2
21 2925 999 986 2
22 3150 999 996 3
23 3375 999 997 3
24 3600 999 998 3
25 3825 999 998 4
26 4050 999 999 4
27 4275 999 999 5
28 4500 999 999 6
29 4725 999 999 7
30 4950 999 999 8
31 5175 999 999 9
32 5400 AAA A99 9
33 5625 AAA AAA 9
34 5850 AAA AAA A
35 6075 BBB BAA A
36 6300 BBB BBB B
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Wis 9
Alignment: any
HD/level: d8
Weapon Prof.: 2+level/4
To Hit Table: Pri
Save Table: Pri
Reference: PH2-33
Groups: Priest
   
Priest Spells: Get 1 Grand, 3 Major, 6 Minor spheres.
Level 1: Turn Undead, see [S3]
Level 1: May use 1 instance of material componenting per spell as a 0 action. You lose this ability if you are a Specialty Priest.
Level 9: Can construct religious stronghold, cost is ½ due to religious help. Must contain temple/cathedral/church at least 2500 sq.ft. If cleric clears area, gains 9 sp/inhabitant from trade/taxes/tithes
Level 9: Detect Deception: can sense lies and see through all illusions with 1M.
Level 9: Loan: Can transfer hit points from self to any creature or group of creatures within sight (1M action). Cannot raise above max hp.
Level 15: Divine Voice: 1M+1P+1V action: all within 180' save vs. spell or Entralled (as spell). Cleric can issue a Mass Suggestion as well.
Level 18: Divine Strength: Can adjust Wis, Str, and Chr as follows: 1M action: one stat raised to equal the cleric's level or +1; the two other stats are reduced by 2; lasts for 1 r/level; maintained effect.
Level 27: Divine Will: Can throw off any one non-godly effect per day; the effect simply does not function on the cleric.

[PC3] Priest Group Classes


Cleric3

Level KXP Priest
123 456 789
1 0 2-- --- ---
2 10 30- --- ---
3 30 32- --- ---
4 60 430 --- ---
5 100 432 --- ---
6 150 443 0-- ---
7 210 543 2-- ---
8 280 544 30- ---
9 360 554 32- ---
10 450 554 43- ---
11 550 655 432 ---
12 660 655 443 0--
13 780 665 543 2--
14 910 665 544 30-
15 1050 666 554 32-
16 1200 666 554 430
17 1360 666 655 432
18 1530 666 655 443
19 1710 666 665 544
20 1900 666 665 555
21 2100 666 666 555
22 2310 666 666 655
23 2530 666 666 665
24 2760 666 666 666
25 3000 766 666 666
26 3250 776 666 666
27 3510 777 666 666
28 3780 777 766 666
29 4060 777 776 666
30 4350 777 777 666
31 4650 777 777 766
32 4960 777 777 776
33 5280 777 777 777
34 5610 877 777 777
35 5950 887 777 777
36 6300 888 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+2  9  5  6  3  4  0  1  3
+3  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+4 10  6  7  5  5  2  2  5
+5 11  7  8  5  6  2  2  5
+6 11  7  9  6  6  2  2  6
+6 12  7  9  6  7  3  3  6
+7 12  8  9  6  7  3  3  7
+8 13  8 10  7  8  4  3  7
+9 13  9 10  7  8  4  4  8
+9 13  9 10  7  8  4  4  8
+10 14  9 11  8  9  5  4  9
+11 14 10 11  8  9  5  5  9
+12 14 10 11  9  9  6  5 10
+12 15 11 12  9 10  6  5 10
+13 15 11 12 10 11  6  6 11
Requisites: Con 0, Wis 0 (10), Chr 0
Alignment: any
HD/level: d8
Weapon Prof.: 5+level/9
To Hit Table: +level*3/4
Save Table: Pri
Reference: PH3-29
Groups: Priest
   
Wisdom bonus to spell memorization.
Level 1: Spontaneous Casting: If using spell memorization, can replace any spell with a spell with "cure" in its name at will.
Level 1: Can Turn Undead.
Level 1: Extra Languages: Celestial (G), Abyssal (CE), and Infernal (LE).

[PC3] Priest Group Classes


Cloistered Cleric1

Level KXP Priest
123 456 7
1 0 0-- --- -
2 0.8 10- --- -
3 1.6 210 --- -
4 3.2 321 --- -
5 6.4 432 0-- -
6 12.8 433 1-- -
7 25.6 443 20- -
8 51.2 444 31- -
9 100 444 42- -
10 200 444 430 -
11 300 444 441 -
12 400 544 442 -
13 500 554 443 -
14 600 555 444 0
15 700 655 544 1
16 800 665 554 2
17 900 666 555 3
18 1000 766 655 4
19 1100 776 665 5
20 1200 777 666 5
21 1300 877 766 6
22 1400 887 776 6
23 1500 888 777 6
24 1600 988 877 7
25 1700 998 887 7
26 1800 999 888 7
27 1900 A99 988 8
28 2000 AA9 998 8
29 2100 AAA 999 8
30 2200 BAA A99 9
31 2300 BBA AA9 9
32 2400 BBB AAA 9
33 2500 CBB BAA A
34 2600 CCC BBA A
35 2700 CCC CCB A
36 2800 CCC CCC C
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+0  8  4  6  3  4  0  0  3
+0  9  5  6  3  4  0  1  3
+1  9  5  6  4  4  1  1  4
+1 10  6  7  4  5  1  1  4
+1 10  6  7  5  5  2  2  5
+2 11  7  8  5  6  2  2  5
+2 11  7  9  6  6  2  2  6
+2 12  7  9  6  7  3  3  6
+3 12  8  9  6  7  3  3  7
+3 13  8 10  7  8  4  3  7
+3 13  9 10  7  8  4  4  8
+4 13  9 10  7  8  4  4  8
+4 14  9 11  8  9  5  4  9
+4 14 10 11  8  9  5  5  9
+5 14 10 11  9  9  6  5 10
+5 15 11 12  9 10  6  5 10
+5 15 11 12 10 11  6  6 11
Requisites: Int 6, Wis 9
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/9
To Hit Table: Wiz
Save Table: Pri
Reference: BoD4
Groups: Priest
   
Level 1: All Healing sphere spells cost ½ of a spell to cast. Spells from the All, Divination, and Protection spheres cost 1 spell to cast. All other spells cost 2 spells to cast.
Level 1: All range "Touch" healing spells become "Sight". If your campaign uses Healing spells as range Sight already, Healing spells become area effect.
Level 4: You may pick another sphere to cost only 1 spell each to cast.
Level 8: You may pick another sphere to cost only 1 spell each to cast. (total 2)
Level 9: All healing spells are doubled in effect.
Level 12: You may pick another sphere to cost only 1 spell each to cast. (total 3)
Level 16: You may pick another sphere to cost only 1 spell each to cast. (total 4)
Level 18: Automatically roll maximum on all variable healing spells.
Level 27: May heal characters above maximum at a rate of 10 per 1; e.g. if you cure someone by 40 over their max, they are now at 4 above their max. This rate gets better by 1 until the maximum (1 per 1) is reached at level 36. This does not affect set hit point effects such as Heal and Death's Door.

[PC3] Priest Group Classes


Druid0

Level KXP Priest
123 456 7
1 0 0-- --- -
2 1.5 1-- --- -
3 3 20- --- -
4 6 21- --- -
5 12 220 --- -
6 25 221 --- -
7 50 322 0-- -
8 100 332 1-- -
9 200 333 20- -
10 300 443 21- -
11 400 443 320 -
12 500 444 321 -
13 600 554 322 -
14 700 555 332 -
15 800 655 333 -
16 900 655 443 0
17 1000 665 443 1
18 1100 665 443 2
19 1200 765 444 2
20 1300 765 444 3
21 1400 765 554 3
22 1500 765 554 4
23 1600 776 654 4
24 1700 876 655 4
25 1800 876 655 5
26 1900 877 665 5
27 2000 887 666 5
28 2100 887 776 5
29 2200 887 776 6
30 2300 888 777 6
31 2400 888 887 6
32 2500 988 887 6
33 2600 998 888 7
34 2700 999 888 8
35 2800 999 998 8
36 2900 999 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  7  6  4  2  3  0  0  2
+1  7  6  4  3  3  0  0  3
+1  7  6  4  3  4  0  1  3
+2  7  6  5  3  4  1  1  4
+3  9  8  6  4  5  1  1  4
+3  9  8  6  5  5  2  2  5
+3  9  8  6  5  6  2  2  5
+4  9  8  7  5  6  2  2  6
+5 11 10  8  6  7  3  3  6
+5 11 10  8  7  7  3  3  7
+5 11 10  8  7  8  4  3  7
+6 11 10  9  7  8  4  4  8
+7 12 11 10  8  9  4  4  8
+7 12 11 10  9  9  5  4  9
+7 12 11 10  9 10  5  5  9
+8 12 11 11  9 10  6  5 10
+9 13 12 12 10 11  6  5 10
+9 13 12 12 11 11  6  6 11
Requisites: Wis 9
Alignment: any T
HD/level: d6
Weapon Prof.: 2+level/3
To Hit Table: CTD0
Save Table: Clr0
Reference: RC0-28
Groups: Priest
   
Druids don't get to pick spheres: they get Plant, Animal as Grand; Healing, Weather, All as Major; Charm, Divination, Elemental, Protection, Sun as Minor. Druids may flip-flop 1 Major with 1 Minor if desired.
Level 1: May use 1 instance of material componenting per spell as a 0 action. You lose this ability if you are a Specialty Priest.
Level 1: Cannot destroy woodlands, avoid slaying wild animals
Level 1: Speak Druid language
Level 3: Identify Plant type; Identify Animal type; Identify pure water.
Level 3: Pass through overgrown areas without trace and at full movement rate.
Level 3: Gain 1 woodland language per level starting at 3rd. (centaur,dryad,elf,faun,gnome,green dragon,hill giant,lizard man,manticore,nixie,pixie,sprite,treant,etc.) Yes, you can use these as nonweapon proficiencies instead.
Level 7: Immunity to woodland Charms.
Level 7: Shape Change to Reptile/Fish, Bird, Mammal (each 1/day) 1M action, must be size T-L, heal 10%-60% hp
Level 9: Can construct religious stronghold, cost is ½ due to religious help. Must contain temple/cathedral/church at least 2500 sq.ft. If cleric clears area, gains 9 sp/inhabitant from trade/taxes/tithes
Level 9: Detect Deception: can sense lies and see through all illusions with 1M.
Level 9: Loan: Can transfer hit points from self to any creature or group of creatures within sight (1M action). Cannot raise above max hp.
Level 12: Only 9 druids of this level in any region. If 9 of this level and advance, must fight one in spell/hand-to-hand combat, winner stays at 12th, loser goes to beginning of 11th.
Level 12: Gain three 1st to 9th level followers.
Level 13: Only 3 druids of this level in any region.
Level 14: Only 1 druid of this level in any region.
Level 14: Gain nine 11th level followers.
Level 15: Gain three 13th level followers, each has 4 bonus spell levels.
Level 15: 6 bonus spell levels, lost when advance to Level 16.
Level 15: Divine Voice: 1M+1P+1V action: all within 180' save vs. spell or Entralled (as spell). Cleric can issue a Mass Suggestion as well.
Level 16: Immunity to all poisons.
Level 16: Add level*10 to max age, considered "Young Adult" at all ages.
Level 16: Alter Appearance (NO action to use, at will). Cannot be detected by True Seeing or the like.
Level 17: Hibernate; Suspend Animation up to level*10 years.
Level 17: Enter Elemental plane of Earth; Conjure Water Elemental at will; Immune to all earth and water based effects.
Level 18: Enter Elemental plane of Fire; Conjure Air Elemental at will; Immune to all fire and air based effects.
Level 18: Divine Strength: Can adjust Wis, Str, and Chr as follows: 1M action: one stat raised to equal the cleric's level or +1; the two other stats are reduced by 2; lasts for 1 r/level; maintained effect.
Level 19: Enter Elemental plane of Water; Conjure Magma/Ooze Para-Elemental.
Level 20: Enter Elemental plane of Air; Conjure Ice/Ooze Para-Elemental.
Level 21: Enter Para-Elemental planes.
Level 22: Enter plane of Shadow; immune to Shadow-based effects.
Level 23: Enter any Inner plane; Roam Inner Plane Probability Lines (7th dim.); Enter Concordant Opposition; immune to Quasi-Elemental effects and Positive and Negative energy.
Level 27: Divine Will: Can throw off any one non-godly effect per day; the effect simply does not function on the cleric.

[PC3] Priest Group Classes


Druid2

Level KXP Priest
123 456 7
1 0 20- --- -
2 2 210 --- -
3 4 321 --- -
4 7.5 422 --- -
5 12.5 432 0-- -
6 20 432 1-- -
7 35 443 1-- -
8 60 443 20- -
9 90 543 21- -
10 125 543 320 -
11 200 553 321 0
12 300 554 432 1
13 750 655 543 2
14 1500 666 654 3
15 3000 666 666 6
16 3500 666 666 6
17 4000 666 666 6
18 4500 666 666 6
19 5000 666 666 6
20 5500 666 666 6
21 6000 666 666 6
22 6500 666 666 6
23 7000 666 666 6
24 7500 766 666 6
25 8000 776 666 6
26 8500 777 666 6
27 9000 777 766 6
28 9500 777 776 6
29 10000 777 777 6
30 10500 777 777 7
31 11000 888 777 7
32 11500 888 887 7
33 12000 888 888 8
34 12500 999 888 8
35 13000 999 998 8
36 13500 999 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Wis 12, Chr 15
Alignment: T* or *N
HD/level: d8
Weapon Prof.: 2+level/4
To Hit Table: Pri
Save Table: Pri
Reference: PH2-37
Groups: Priest
   
Druids don't get to pick spheres: they get Plant, Animal as Grand; Healing, Weather, All as Major; Charm, Divination, Elemental, Protection, Sun as Minor. Druids may flip-flop 1 Major with 1 Minor if desired.
Level 1: Cannot destroy woodlands, avoid slaying wild animals
Level 1: Speak Druid language
Level 3: Identify Plant type; Identify Animal type; Identify pure water.
Level 3: Pass through overgrown areas without trace and at full movement rate.
Level 3: Gain 1 woodland language per level starting at 3rd. (centaur,dryad,elf,faun,gnome,green dragon,hill giant,lizard man,manticore,nixie,pixie,sprite,treant,etc.) Yes, you can use these as nonweapon proficiencies instead.
Level 7: Immunity to woodland Charms.
Level 7: Shape Change to Reptile/Fish, Bird, Mammal (each 1/day) 1M action, must be size T-L, heal 10%-60% hp
Level 12: Only 9 druids of this level in any region. If 9 of this level and advance, must fight one in spell/hand-to-hand combat, winner stays at 12th, loser goes to beginning of 11th.
Level 12: Gain three 1st to 9th level followers.
Level 13: Only 3 druids of this level in any region.
Level 14: Only 1 druid of this level in any region.
Level 14: Gain nine 11th level followers.
Level 15: Gain three 13th level followers, each has 4 bonus spell levels.
Level 15: 6 bonus spell levels, lost when advance to Level 16.
Level 16: Immunity to all poisons.
Level 16: Add level*10 to max age, considered "Young Adult" at all ages.
Level 16: Alter Appearance (NO action to use, at will). Cannot be detected by True Seeing or the like.
Level 17: Hibernate; Suspend Animation up to level*10 years.
Level 17: Enter Elemental plane of Earth; Conjure Water Elemental at will; Immune to all earth and water based effects.
Level 18: Enter Elemental plane of Fire; Conjure Air Elemental at will; Immune to all fire and air based effects.
Level 19: Enter Elemental plane of Water; Conjure Magma/Ooze Para-Elemental.
Level 20: Enter Elemental plane of Air; Conjure Ice/Ooze Para-Elemental.
Level 21: Enter Para-Elemental planes.
Level 22: Enter plane of Shadow; immune to Shadow-based effects.
Level 23: Enter any Inner plane; Roam Inner Plane Probability Lines (7th dim.); Enter Concordant Opposition; immune to Quasi-Elemental effects and Positive and Negative energy.

[PC3] Priest Group Classes


Druid3

Level KXP Priest
123 456 789
1 0 1-- --- ---
2 10 20- --- ---
3 30 21- --- ---
4 60 320 --- ---
5 100 321 --- ---
6 150 332 0-- ---
7 210 432 1-- ---
8 280 433 20- ---
9 360 443 21- ---
10 450 443 320 ---
11 550 544 321 ---
12 660 544 332 0--
13 780 554 432 1--
14 910 554 433 20-
15 1050 554 443 21-
16 1200 555 443 320
17 1360 555 544 321
18 1530 555 544 332
19 1710 555 554 433
20 1900 555 554 444
21 2100 555 555 444
22 2310 555 555 544
23 2530 555 555 554
24 2760 555 555 555
25 3000 655 555 555
26 3250 665 555 555
27 3510 666 555 555
28 3780 666 655 555
29 4060 666 665 555
30 4350 666 666 555
31 4650 666 666 655
32 4960 666 666 665
33 5280 666 666 666
34 5610 766 666 666
35 5950 776 666 666
36 6300 777 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+2  9  5  6  3  4  0  1  3
+3  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+4 10  6  7  5  5  2  2  5
+5 11  7  8  5  6  2  2  5
+6 11  7  9  6  6  2  2  6
+6 12  7  9  6  7  3  3  6
+7 12  8  9  6  7  3  3  7
+8 13  8 10  7  8  4  3  7
+9 13  9 10  7  8  4  4  8
+9 13  9 10  7  8  4  4  8
+10 14  9 11  8  9  5  4  9
+11 14 10 11  8  9  5  5  9
+12 14 10 11  9  9  6  5 10
+12 15 11 12  9 10  6  5 10
+13 15 11 12 10 11  6  6 11
Requisites: Dex 0, Wis 0 (10)
Alignment: T* or *N
HD/level: d8
Weapon Prof.: 9+level/9
To Hit Table: +level*3/4
Save Table: Pri
Reference: PH3-33
Groups: Priest
   
Wisdom bonus to spell memorization.
Level 1: Extra Languages: Sylvan, Druid.
Level 1: Nature Sense: Identify plants and animals; Identify pure water.
Level 1: Animal Companion: Gets a natural familiar.
Level 2: Woodland Stride: Can move through overgrown areas.
Level 3: Trackless Step: Leaves no trail; cannot be tracked.
Level 4: Resist Nature's Lore: +4 saves vs. spell-abilities of feys (dryads, nymphs, sprites, etc.).
Level 5: Wild Shape: 1M, 1/d: Polymorph Self into a Small or Medium size animal. Regains hit points as if healed for a full day.
Level 6: Wild Shape (see level 5) can be used 2/d.
Level 7: Wild Shape (see level 5) can be used 3/d.
Level 8: Wild Shape (see level 5) can be a Large size animal.
Level 9: Venom Immunity: Immune to poison.
Level 10: Wild Shape (see level 5) can be used 4/d.
Level 11: Wild Shape (see level 5) can be a Tiny size animal.
Level 12: Wild Shape (see level 5) can be of a dire animal.
Level 13: A Thousand Faces: 1M: Alter Self.
Level 14: Wild Shape (see level 5) can be used 5/d.
Level 15: Wild Shape (see level 5) can be a Huge size animal.
Level 15: Timeless Body: Immune to aging. No longer ages naturally. Still dies at length of lifespan.
Level 16: Elemental Shape: 1M, 1/d: Shapechange into a normal element elemental (size L or smaller).
Level 18: Wild Shape (see level 5) can be used 6/d.
Level 18: Elemental Shape (see level 16) can be used 3/d.

[PC3] Priest Group Classes


Healer2

Level KXP Priest
123 456 7
1 0 1-- --- -
2 1.25 10- --- -
3 2.5 111 --- -
4 5 211 1-- -
5 10 221 11- -
6 20 222 111 -
7 40 322 211 1
8 80 332 221 1
9 160 333 222 1
10 320 433 322 2
11 480 443 332 2
12 640 444 333 2
13 800 544 433 3
14 960 554 443 3
15 1120 555 444 3
16 1280 655 544 4
17 1440 665 554 4
18 1600 666 555 4
19 1760 766 655 5
20 1920 776 665 5
21 2080 777 666 5
22 2240 877 766 6
23 2400 887 776 6
24 2560 888 777 6
25 2720 988 877 7
26 2880 998 887 7
27 3040 999 888 7
28 3200 A99 988 8
29 3360 AA9 998 8
30 3520 AAA 999 8
31 3680 BAA A99 9
32 3840 BBA AA9 9
33 4000 BBB AAA 9
34 4160 CBB BAA A
35 4320 CCB BBA A
36 4480 CCC BBB A
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+1  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+2  5  9  6  4  8  1  2  3
+2  5  9  7  5  8  2  3  3
+3  5 10  7  5  9  2  3  4
+3  6 10  7  6  9  2  3  4
+4  6 10  8  6  9  3  4  5
+4  6 11  8  6 10  3  4  5
+5  7 11  9  7 10  4  5  6
+5  7 12  9  7 11  4  5  6
+6  7 12  9  8 11  4  5  7
+6  7 13 10  8 11  5  6  7
+7  8 13 10  8 12  5  6  8
+7  8 13 11  9 12  6  7  8
+8  8 14 11  9 13  6  7  9
+8  9 14 11 10 13  6  7  9
Requisites: Con 9, Wis 12
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Rog
Save Table: Wiz
Reference: S&S2
Groups: Priest
   
Can cast spells only from All, Detection, Healing, and Necromantic spheres. Healing spells cost ½ of a spell each to cast.
Other spheres cannot be cast at all, but you may pick one sphere which can be cast as if opposite (at 2 spells per spell).
Level 1: Healing proficiency cures 1d4+LVL hp.
Level 1: Your touch spells can affect up to LVL targets at one time (you must touch all targets within the same segment).
Level 1: 1V: Death's Door, maximum negative hp this is effective = -LVL^2.
Level 2: All friendly creatures within sight get +LVL/2 saves vs. poison.
Level 3: All friendly creatures within sight get +LVL/3 saves vs. disease.

[PC3] Priest Group Classes


Holy Order of Stars Evil1

Level KXP Priest
123 456 7
1 1.5 1a- --- -
2 3 20- --- -
3 6 21a --- -
4 12.5 220 --- -
5 20 331 a-- -
6 35 332 0-- -
7 60 332 1a- -
8 90 333 20- -
9 200 443 21a -
10 400 443 320 -
11 650 544 321 -
12 1000 655 321 a
13 1350 666 422 0
14 1700 666 432 1
15 2050 666 532 1
16 2400 666 542 1
17 2750 666 643 2
18 3100 666 654 3
19 3450 666 664 3
20 3800 666 665 3
21 4150 666 666 3
22 4500 666 666 4
23 4850 666 666 5
24 5200 666 666 6
25 5550 777 766 6
26 5900 777 777 6
27 6250 777 777 7
28 6600 888 877 7
29 6950 888 888 7
30 7300 888 888 8
31 7650 999 988 8
32 8000 999 999 8
33 8350 999 999 9
34 8700 AAA A99 9
35 9050 AAA AAA 9
36 9400 AAA AAA A
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Wis 9
Alignment: any E
HD/level: d8
Weapon Prof.: 3+level/3
To Hit Table: Pri
Save Table: Pri
Reference: DLA1
Groups: Priest
   
The three Holy Order of Stars classes (HOSE1, HOSG1, HOSN1) are just minor variations on Cleric1.
Treat them as Cleric1, but with different XP and spell progressions.
They do get the free material componenting for spells.

[PC3] Priest Group Classes


Holy Order of Stars Good 1

Level KXP Priest
123 456 7
1 2 1-- --- -
2 4 20- --- -
3 7.5 21- --- -
4 15 220 --- -
5 25 331 --- -
6 40 332 0-- -
7 90 332 1-- -
8 160 333 20- -
9 250 443 21- -
10 500 443 320 -
11 750 544 321 -
12 1000 655 322 -
13 1250 666 422 -
14 1500 666 532 -
15 1750 777 542 0
16 2000 777 653 1
17 2250 888 663 1
18 2500 888 764 2
19 2750 888 764 3
20 3000 888 764 4
21 3250 888 765 5
22 3500 888 766 6
23 3750 888 777 7
24 4000 888 888 8
25 4250 999 988 8
26 4500 999 999 8
27 4750 999 999 9
28 5000 AAA A99 9
29 5250 AAA AAA 9
30 5500 AAA AAA A
31 5750 BBB BAA A
32 6000 BBB BBB A
33 6250 BBB BBB B
34 6500 CCC CBB B
35 6750 CCC CCC B
36 7000 CCC CCC C
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Wis 9
Alignment: any G
HD/level: +d8
Weapon Prof.: 3+level/3
To Hit Table: Pri
Save Table: Pri
Reference: DLA1
Groups: Priest
   
The three Holy Order of Stars classes (HOSE1, HOSG1, HOSN1) are just minor variations on Cleric1.
Treat them as Cleric1, but with different XP and spell progressions.
They do get the free material componenting for spells.

[PC3] Priest Group Classes


Holy Order of Stars Neutral 1

Level KXP Priest
123 456 7
1 1.5 20- --- -
2 3 210 --- -
3 6 321 --- -
4 13 422 --- -
5 27.5 432 0-- -
6 55 432 1-- -
7 110 443 1-- -
8 225 443 20- -
9 450 543 21- -
10 675 543 320 -
11 900 553 321 0
12 1125 554 432 1
13 1350 655 432 1
14 1575 666 642 1
15 1800 666 643 1
16 2025 666 654 1
17 2250 766 654 2
18 2475 766 654 3
19 2700 766 654 4
20 2925 766 655 5
21 3150 766 666 6
22 3375 777 666 6
23 3600 777 776 6
24 3825 777 777 7
25 4050 888 877 7
26 4275 888 888 7
27 4500 888 888 8
28 4725 999 988 8
29 4950 999 999 8
30 5175 999 999 9
31 5400 AAA A99 9
32 5625 AAA AAA 9
33 5850 AAA AAA A
34 6075 BBB BAA A
35 6300 BBB BBB A
36 6525 BBB BBB B
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Wis 9
Alignment: any N
HD/level: d8
Weapon Prof.: 3+level/3
To Hit Table: Pri
Save Table: Pri
Reference: DLA1
Groups: Priest
   
The three Holy Order of Stars classes (HOSE1, HOSG1, HOSN1) are just minor variations on Cleric1.
Treat them as Cleric1, but with different XP and spell progressions.
They do get the free material componenting for spells.

[PC3] Priest Group Classes


Shaman

Level KXP Priest
123 456 7
1 0 1-- --- -
2 0.9 20- --- -
3 1.8 31- --- -
4 3.6 320 --- -
5 7.2 321 --- -
6 14.4 332 0-- -
7 28.8 332 1-- -
8 57.6 333 20- -
9 115.2 333 21- -
10 230.4 333 32- -
11 410 333 33- -
12 590 433 330 -
13 770 443 331 -
14 950 444 332 -
15 1130 444 433 -
16 1310 444 443 -
17 1490 444 444 -
18 1670 544 444 0
19 1850 554 444 1
20 2030 555 444 2
21 2210 555 544 3
22 2390 555 554 4
23 2570 555 555 4
24 2750 555 555 5
25 2930 655 555 5
26 3110 665 555 5
27 3290 666 555 5
28 3470 666 655 5
29 3650 666 665 5
30 3830 666 666 5
31 4010 666 666 6
32 4190 766 666 6
33 4370 776 666 6
34 4550 777 666 6
35 4730 777 766 6
36 4910 777 776 6
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  7  6  4  2  3  0  0  2
+1  7  6  4  3  3  0  0  3
+1  7  6  4  3  4  0  1  3
+2  7  6  5  3  4  1  1  4
+3  9  8  6  4  5  1  1  4
+3  9  8  6  5  5  2  2  5
+3  9  8  6  5  6  2  2  5
+4  9  8  7  5  6  2  2  6
+5 11 10  8  6  7  3  3  6
+5 11 10  8  7  7  3  3  7
+5 11 10  8  7  8  4  3  7
+6 11 10  9  7  8  4  4  8
+7 12 11 10  8  9  4  4  8
+7 12 11 10  9  9  5  4  9
+7 12 11 10  9 10  5  5  9
+8 12 11 11  9 10  6  5 10
+9 13 12 12 10 11  6  5 10
+9 13 12 12 11 11  6  6 11
Requisites: Wis 6
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/5
To Hit Table: CTD0
Save Table: Clr0
Reference: DM
Groups: Priest
   
You get 1 Grand, 2 Major, and 5 Minor spheres. Your god may alter this amount.
Level 1: Can turn undead.
Level 1: Can turn lycanthropes as if they were undead (DM will assign turning values).
Level 1: Can weapon specialize as per Ranger1.
Level 2: 1M: Incite Berserker or Enraged status on your troops (not too useful for PCs).
Level 3: 1M: Swap 1 physical subability with one willing target for 1t. At level 9, swap your stat with up to 10 others (so all 10 of them get your old stat); you get back your choice of their 10.
Level 27: Pick one species (as per Ranger species enemy). You can turn that species as if it was undead (DM will assign turning values).

[PC4] Rogue Group Classes


Acrobat1

Level KXP
Spells
1 0 (none)
2 1.25 (none)
3 2.5 (none)
4 5 (none)
5 10 (none)
6 20 (none)
7 45 (none)
8 75 (none)
9 125 (none)
10 180 (none)
11 250 (none)
12 500 (none)
13 750 (none)
14 1000 (none)
15 1250 (none)
16 1500 (none)
17 1750 (none)
18 2000 (none)
19 2250 (none)
20 2500 (none)
21 2750 (none)
22 3000 (none)
23 3250 (none)
24 3500 (none)
25 3750 (none)
26 4000 (none)
27 4250 (none)
28 4500 (none)
29 4750 (none)
30 5000 (none)
31 5250 (none)
32 5500 (none)
33 5750 (none)
34 6000 (none)
35 6250 (none)
36 6500 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites: Str 15, Dex 16
Alignment: non-LG/CG
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Rog
Save Table: Rog
Reference: UA1-23
Groups: Rogue
   
Level 1: Gets Barbarian Dex bonus.
Lvl Acrobat Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Vaulting || Passwall V 45 Dex-12 Dex-16
1 Jumping | Levitate | Flight V 20 Dex-11 Dex-15
1 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
1 Evasion (0, make by 5% per amount hit: no dmg from weapon) V 10 Dex-11 Dex-15
1 Feather Falling || Body Control V 20 Dex-12 Dex-14
1 any Thief 1 ability - - - -
1 any Assassin 1 ability - - - -
1 any Monk 1 ability - - - -
2 any Ninja 1 ability - - - -
2 Tightrope Walking | Water Walking | Shadow Walking | Dimension Walking V 75 Dex-11 Dex-15
3 Lower Encumbrance | Zero Encumbrance | No Armor Penalty P 10 Str-13 Str-18
4 any Bard 4 ability - - - -
4 any Thief 4 ability - - - -
5 Missile Deflection | Missile Reflection | Spell Deflection | Volley (0: Immune to attack) V 10 Dex-12 Dex-15
6 Coordination (+1 per 20% made to Coordination) M 0 Wis-9 Wis-12
6 Balance (+1 per 20% made to Balance) M 0 Wis-9 Wis-12
7 Blink | Controlled Blink | Teleport | Teleport without Error M 15 Wis-12 Wis-14
8 Efficiency (+1 per 20% made to Efficiency) M 0 Int-9 Int-12
8 Muscle (+1 and +1 per 20% made to Muscle for 1t) M 0 Int-9 Int-12
9 Dispel Exhaustion ||| Heal P 10 Con-18 Con-25
10 Invisibility | Improved Invisibility | Dust of Disappearance MV 20 Int-12 Int-14
12 Speed (x2 move) | Speed (+1 V) | Speed (+1 P) | Speed (+1 M) VV 15 Dex-12 Dex-15
15 Energy Control | Adaptation | Immune to Hostile Environments PV 5 Con-9 Con-12
18 Reverse Gravity | Adjust Gravity VM 0 Dex-13 Dex-17
27 Otto's Irresistance Dance | Control Physicals MPV 0 Chr-16 Chr-22

[PC4] Rogue Group Classes


Assassin1

Level KXP
Spells
1 0 (none)
2 1.5 (none)
3 3 (none)
4 6 (none)
5 12 (none)
6 25 (none)
7 50 (none)
8 100 (none)
9 200 (none)
10 300 (none)
11 425 (none)
12 575 (none)
13 750 (none)
14 1000 (none)
15 1500 (none)
16 2000 (none)
17 2500 (none)
18 3000 (none)
19 3500 (none)
20 4000 (none)
21 4500 (none)
22 5000 (none)
23 5500 (none)
24 6000 (none)
25 6500 (none)
26 7000 (none)
27 7500 (none)
28 8000 (none)
29 8500 (none)
30 9000 (none)
31 9500 (none)
32 10000 (none)
33 10500 (none)
34 11000 (none)
35 11500 (none)
36 12000 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites: Str 12, Dex 12, Int 11
Alignment: any E
HD/level: d6
Weapon Prof.: 3+level/4
To Hit Table: Rog
Save Table: Rog
Reference: PH1-28
Groups: Rogue
   
Level 1: Poison Use proficiency (1 slot per 4 levels, round up).
Level 1: Cannot have any hirelings until Level 4.
Level 1: Can weapon specialize (using "Spec Non-War" line)
Level 4: Allowed to have lower level assassins as hirelings.
Level 8: Allowed to have lower level rogues as hirelings.
Level 9: Can speak Level-8 additional languages from the following list: LG,LN,LE,NG,TN,NE,CG,CN,CE,Druid,Thieves' Cant. Can never learn more than Int-14 alignment languages.
Level 12: Allowed to have any hirelings.
Level 14: (Guildmaster) Only 1 of this level per area.
Level 14: Has 7-28 guild members. 75% chance a guild member will leave if guildmasters change.
Level 15: Only 1 of this level per continent.
Lvl Assassin Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Assassination (-5% per HD/level of target) 0 0 Wis-13 Wis-15
1 Spying - 10 Int-11 Int-14
1 Backstab (each 30% = x1) (increases 10/level) 0 50 Int-6 Int-20
1 Disguise | Alter Appearance VP 25 Wis-9 Wis-12
1 Impersonation (Physical/Personality/Mannerisms) - 10 Chr-10 Chr-12
1 Find/Remove Wizard Abjurations/Priest Protections VM 0 Dex-13 Dex-18
1 any 1st level Thief ability - - - -
1 any 1st level Thief ability - - - -
2 any 1st level Thief ability - - - -
2 any 1st level Ninja ability - - - -
3 any 1st level Thief ability - - - -
4 Alter Self | Change Self | Veil VM 10 Int-13 Int-18
4 any 4th level (or lower) Thief ability - - - -
5 Mislead | Disappearance M 15 Int-12 Int-16
6 Touch : Chill/Pain | Para/Vampiric | Energy Drain M 20 Str-9 Str-15
6 any 4th level (or lower) Bard ability - - - -
7 Misdirection | Aura Alteration | Non-Detection M 20 Wis-10 Wis-18
8 Meld into Shadows/Mirrors/Crowds || Disperse VM 25 Str-9 Str-14
8 Feign Death ||| Feign Undeath V 40 Con-9 Con-10
9 Finger of Death | Slay Living | Power Word Kill MM 0 Int-14 Int-17
10 Illusionary Double M 10 Chr-11 Chr-12
12 Dimensional Folding M 40 Int-7 Int-20
15 Psychic Impersonation || Soul/Spirit Impersonation - 15 Wis-9 Wis-14
18 Shadow Magic | Shadow Walk | Shadow Flight VM 0 Int-16 Int-19
27 Destruction/Mordenkainen's Disjunction PMM 0 Int-18 Int-24

[PC4] Rogue Group Classes


Bard1

Level KXP Priest
123 45
1 War5/Rog5 1-- --
2 2 2-- --
3 4 3-- --
4 8 31- --
5 16 32- --
6 25 33- --
7 40 331 --
8 60 332 --
9 85 333 --
10 110 333 1-
11 150 333 2-
12 200 333 3-
13 400 333 31
14 600 333 32
15 800 333 33
16 1000 433 33
17 1200 443 33
18 1400 444 33
19 1600 544 43
20 1800 544 44
21 2000 554 44
22 2200 555 44
23 3000 555 55
24 3800 665 55
25 4600 666 55
26 5400 666 65
27 6200 666 66
28 7000 776 66
29 7800 777 76
30 8600 777 77
31 9400 887 77
32 10200 888 87
33 11000 888 88
34 11800 998 88
35 12600 999 98
36 13400 999 99
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites: Str 15, Dex 15, Con 10, Int 12, Wis 15, Chr 15
Alignment: T* or *N
HD/level: & (-1) d6
Weapon Prof.: 5+level/4
To Hit Table: Rog
Save Table: Rog
Reference: PH1-117
Groups: Rogue
   
(Optional, you can still use points if you like): Gets no Rogue points, instead, add this to each ability: +(Your level)*10-(level you gained ability)*5
All of the "Song" abilties disallow the use of P actions while being used. They may be maintained next round for 1P action.
Cast Druid spells, spheres are as Druid.
Level 4: +(LVL*2-5)/3 (round down) nonweapon proficiencies
Lvl Bard Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Legend Lore | Identify 0 | M 0 Int-13 Int-15
1 Read Languages | Decipher Code M 5 Int-9 Int-14
1 Musical Inspiration | Emotion (increases 5/level) VM 0 Chr-9 Chr-12
1 Summon Animals V 0 Chr-9 Chr-12
1 Charm/Influence Reaction M 10 Chr-8 Chr-12
1 any 1st level Thief ability - - - -
1 any 1st level Thief ability - - - -
1 any 1st level Thief ability - - - -
2 Song of Healing (1 hp per 5% roll made) P*M 10 Wis-12 Wis-17
2 Empathy | ESP M 15 Wis-10 Wis-18
3 Song of Courage (+1 Morale per 5% roll made) P*M 10 Chr-13 Chr-18
4 Song of Vines (save at -1/5% made or Entangled) P*M 10 Dex-14 Dex-19
4 Sensitivity to Psychic Impressions ||| Truename M 20 Wis-9 Wis-12
5 Song of Battle (+1 TH,dmg,or saves per 10% made) P*M 10 Str-15 Str-20
6 Hypnosis/Command M 25 Chr-13 Chr-15
6 Identity Penetration | False Seeing | True Seeing MM 5 Wis-11 Wis-19
7 Suggestion | Domination | Eyebite VM 10 Int-13 Int-14
8 Sending | Demand M 10 Int-9 Int-12
8 Telepathy | Telepathic Projection M 15 Wis-10 Wis-12
9 Object Reading VM 0 Int-12 Int-20
10 Telekinesis (5 lb. per 1% made) M 10 Int-13 Int-17
12 Disharmonic Blast (1 dmg per 1% made) P*M 10 Con-16 Con-22
15 Find the Path MM 20 Wis-10 Wis-15
18 Contact Other Plane | Foresight MM 0 Chr-15 Chr-18
27 Astral Spell MMM 40 Int-18 Int-24

[PC4] Rogue Group Classes


Bard2

Level KXP Wizard
123 456
1 0 --- ---
2 1.25 1-- ---
3 2.5 2-- ---
4 5 21- ---
5 10 31- ---
6 20 32- ---
7 40 321 ---
8 70 331 ---
9 110 332 ---
10 160 332 1--
11 220 333 1--
12 440 333 2--
13 660 333 21-
14 880 333 31-
15 1100 333 32-
16 1320 433 321
17 1540 443 331
18 1760 444 332
19 1980 444 432
20 2200 444 443
21 2420 444 444
22 2640 554 444
23 2860 555 444
24 3080 555 544
25 3300 555 554
26 3520 555 555
27 3740 665 555
28 3960 666 555
29 4180 666 655
30 4400 666 665
31 4620 666 666
32 4840 776 666
33 5060 777 666
34 5280 777 766
35 5500 777 776
36 5720 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites: Dex 12, Int 13, Chr 15
Alignment: T* or *N
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Rog
Save Table: Rog
Reference: PH2-41
Groups: Rogue
   
Bard2 gets 40 Rogue points per level.
All of the "Song" abilties disallow the use of P actions while being used. They may be maintained next round for 1P action.
Cast Wizard spells, may (2nd edition) specialize, pick an opposite.
Level 4: +(LVL*2-5)/3 (round down) nonweapon proficiencies
Lvl Bard Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Legend Lore | Identify 0 | M 0 Int-13 Int-15
1 Read Languages | Decipher Code M 5 Int-9 Int-14
1 Musical Inspiration | Emotion (increases 5/level) VM 0 Chr-9 Chr-12
1 Summon Animals V 0 Chr-9 Chr-12
1 Charm/Influence Reaction M 10 Chr-8 Chr-12
1 any 1st level Thief ability - - - -
1 any 1st level Thief ability - - - -
1 any 1st level Thief ability - - - -
2 Song of Healing (1 hp per 5% roll made) P*M 10 Wis-12 Wis-17
2 Empathy | ESP M 15 Wis-10 Wis-18
3 Song of Courage (+1 Morale per 5% roll made) P*M 10 Chr-13 Chr-18
4 Song of Vines (save at -1/5% made or Entangled) P*M 10 Dex-14 Dex-19
4 Sensitivity to Psychic Impressions ||| Truename M 20 Wis-9 Wis-12
5 Song of Battle (+1 TH,dmg,or saves per 10% made) P*M 10 Str-15 Str-20
6 Hypnosis/Command M 25 Chr-13 Chr-15
6 Identity Penetration | False Seeing | True Seeing MM 5 Wis-11 Wis-19
7 Suggestion | Domination | Eyebite VM 10 Int-13 Int-14
8 Sending | Demand M 10 Int-9 Int-12
8 Telepathy | Telepathic Projection M 15 Wis-10 Wis-12
9 Object Reading VM 0 Int-12 Int-20
10 Telekinesis (5 lb. per 1% made) M 10 Int-13 Int-17
12 Disharmonic Blast (1 dmg per 1% made) P*M 10 Con-16 Con-22
15 Find the Path MM 20 Wis-10 Wis-15
18 Contact Other Plane | Foresight MM 0 Chr-15 Chr-18
27 Astral Spell MMM 40 Int-18 Int-24

[PC4] Rogue Group Classes


Bard3

Level KXP Bard
123 456 7
1 0 --- --- -
2 10 2-- --- -
3 30 3-- --- -
4 60 32- --- -
5 100 43- --- -
6 150 43- --- -
7 210 442 --- -
8 280 443 --- -
9 360 443 --- -
10 450 444 2-- -
11 550 444 3-- -
12 660 444 3-- -
13 780 444 42- -
14 910 444 43- -
15 1050 444 43- -
16 1200 544 442 -
17 1360 554 443 -
18 1530 555 443 -
19 1710 555 554 -
20 1900 555 554 -
21 2100 555 554 0
22 2310 555 554 1
23 2530 555 554 2
24 2760 555 554 3
25 3000 555 554 4
26 3250 555 555 4
27 3510 555 555 5
28 3780 655 555 5
29 4060 665 555 5
30 4350 666 555 5
31 4650 666 655 5
32 4960 666 665 5
33 5280 666 666 5
34 5610 666 666 6
35 5950 766 666 6
36 6300 776 666 6
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  4  6  3  4  1  3  0
+2  6  5  6  3  4  1  3  0
+3  6  5  7  3  5  1  4  1
+3  6  6  7  3  5  2  4  1
+4  7  6  7  4  6  2  5  1
+5  7  7  7  4  6  3  5  2
+6  7  7  8  4  7  3  6  2
+6  7  8  8  4  7  3  6  2
+7  8  8  8  5  8  4  7  3
+8  8  9  8  5  8  4  7  3
+9  8  9  9  5  9  5  8  3
+9  8 10  9  5  9  5  8  4
+10  9 10  9  6 10  5  9  4
+11  9 11  9  6 10  6  9  4
+12  9 11 10  6 11  6 10  5
+12  9 12 10  6 11  7 10  5
+13 10 12 10  7 12  7 11  5
Requisites: Dex 0, Int 0, Chr 0 (10)
Alignment: T* or *N
HD/level: d6
Weapon Prof.: 6+level/9
To Hit Table: +level*3/4
Save Table: Rog
Reference: PH3-26
Groups: Rogue
   
Gets spell progression and Chr bonus to spells.
Level 1: Bardic Music, see PH3 page 28.
Level 1: Legend Lore, make a LVL+(Int modifier) check vs. DC of 10, 20, 25, or 30.

[PC4] Rogue Group Classes


Halfling0

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 120 (none)
9 300 (none)
10 600 (none)
11 900 (none)
12 1200 (none)
13 1500 (none)
14 1800 (none)
15 2100 (none)
16 2400 (none)
17 2700 (none)
18 3000 (none)
19 3300 (none)
20 3600 (none)
21 3900 (none)
22 4200 (none)
23 4500 (none)
24 4800 (none)
25 5100 (none)
26 5400 (none)
27 5700 (none)
28 6000 (none)
29 6300 (none)
30 6600 (none)
31 6900 (none)
32 7200 (none)
33 7500 (none)
34 7800 (none)
35 8100 (none)
36 8400 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 10  9  8  5  6  2  1  0
+1 10  9  8  6  6  2  1  0
+1 10  9  8  6  7  3  2  0
+2 12 11 10  8  9  3  2  1
+3 12 11 10  9  9  4  2  1
+3 12 11 10  9 10  4  3  1
+3 14 13 12 11 12  5  3  2
+4 14 13 12 12 12  5  4  2
+5 14 13 13 12 12  6  4  2
+5 16 15 14 14 15  6  4  3
+5 16 15 15 14 15  7  5  3
+6 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+8 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  3
Requisites: Str 9, Dex 9, Con 9
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/3
To Hit Table: CTD0
Save Table: Half0
Reference: RC0-26
Groups: Warrior, Rogue
   
Gets "Level:" abilities of Fighter0.
Level 1: +1 Hobby proficiency per level.
Level 8: +10 HNCL (this can't be picked)
Level 9: Resist Magic and Breath Weapons.
Halfling0 still gets the normal level 9, 18, 27, 36 picks in addition to the table below.
Lvl Ability
1 Any Rogue 1 ability
2 Any Rogue 1 ability
3 Any Rogue 2 ability
4 Any Rogue 3 ability
5 Any Rogue 4 ability
6 Any Rogue 5 ability
7 Any Rogue 6 ability
8 Any Rogue 7 ability
16 Any Rogue 10 ability
24 Any Rogue 15 ability
32 Any Rogue 27 ability

[PC4] Rogue Group Classes


Monk1

Level KXP
Spells
1 0 (none)
2 2.25 (none)
3 4.75 (none)
4 10 (none)
5 22.5 (none)
6 47.5 (none)
7 98 (none)
8 200 (none)
9 350 (none)
10 500 (none)
11 700 (none)
12 950 (none)
13 1250 (none)
14 1750 (none)
15 2250 (none)
16 2750 (none)
17 3250 (none)
18 3750 (none)
19 4250 (none)
20 4750 (none)
21 5250 (none)
22 5750 (none)
23 6250 (none)
24 6750 (none)
25 7250 (none)
26 7750 (none)
27 8250 (none)
28 8750 (none)
29 9250 (none)
30 9750 (none)
31 10250 (none)
32 10750 (none)
33 11250 (none)
34 11750 (none)
35 12250 (none)
36 12750 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+2  6  5  7  3  5  1  4  1
+3  6  6  7  3  5  2  4  1
+3  7  6  7  4  6  2  5  1
+4  7  7  7  4  6  3  5  2
+5  7  7  8  4  7  3  6  2
+5  7  8  8  4  7  3  6  2
+6  8  8  8  5  8  4  7  3
+7  8  9  8  5  8  4  7  3
+7  8  9  9  5  9  5  8  3
+8  8 10  9  5  9  5  8  4
+9  9 10  9  6 10  5  9  4
+9  9 11  9  6 10  6  9  4
+10  9 11 10  6 11  6 10  5
+11  9 12 10  6 11  7 10  5
+11 10 12 10  7 12  7 11  5
Requisites: Str 15, Dex 15, Con 11, Wis 15
Alignment: L any
HD/level: +d4
Weapon Prof.: 1+level/2
To Hit Table: Pri
Save Table: Rog
Reference: PH1-30
Groups: Rogue
   
Level 1: Open hand to hit bonus is (Dex bonus)+(Str bonus)+2. Open hand damage bonus is (Str bonus).
Level 1: If Open Hands hit exceeds what is needed by 5, target is stunned for 1d6 r (save vs. para)
Level 1: If Open Hands stuns, chance to kill is (level)*3+(target's AC)% (no save)
Level 1: +level/2 dmg with weapons
Level 1: Natural AC is 11-level
Level 1: Base movement rate is (14+level)"
Level 1: Against area effects that give a save for ½: the monk takes no damage if he makes his save. This is not used for non-(hp) damaging effects.
Level 1: 1V (may borrow from next segment): Knock away missile weapons. The missile weapons must be size M or less and must be directed at the monk or a target within 10'. The monk makes a save vs. paralyzation with a penalty equal to the number of magical plusses the weapon has, if successful, the weapon is deflected. The monk can knock away a maximum of 10 missiles, plus 1/level.
Level 1: Feign death for 2 turns per level, once per day.
Level 1: Pass over rough terrain at full movement rate.
Level 1: One Martial Arts style; +1 Martial Arts maneuver slot /level
Level 2: Mask the mind from ESP and similar effects: chance is 66%+2%/level.
Level 3: Speak with animals (continuous).
Level 4: Immunity to disease and slow effects (continuous).
Level 4: Self healing (laying on hands): 1 hp/level, can be done once per day.
Level 4: The monk may fall 30' without taking damage if within 1' of a wall.
Level 5: +1V action.
Level 5: Open hands are considered a +1 weapon to hit.
Level 5: Mind over body for 1 day per level.
Level 5: Body equilibrium for 1 round per level, once per day.
Level 6: The monk may fall 40' without taking damage if within 4' of a wall.
Level 6: Empathy once per day.
Level 7: Invisibility (psi freq. 0) level times per day.
Level 7: Can convert M -> V actions.
Level 7: Molecular Manipulation X turns/day at level Y, X*Y=14*(monk's level).
Level 8: Resistamce to Charm, +4 (or 18 Int) vs. psionic attacks
Level 8: Retarded Aging, Immunity to Poison, Immunity to Geas/Quest
Level 8: Body Control, level/2 turns/day.
Level 9: Quivering Palm 1/d: If target's HD/level is equal to or less than monk's level, if hp of target is equal to or less than 2 times monk's hp, if target is not undead, if an open hand attack hits, then monk can command target to die at any time within 1 day per level (no save).
Level 9: Lose the V action gained at Level 5, gain one P action.
Level 9: HyperMental: +1M for 1 round, -1M for next 2 rounds.
Lvl Monk Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Move Silently | Passwall | Immovability V 0 Dex-15 Dex-18
1 Jumping | Levitate | Flight V 20 Dex-11 Dex-15
1 Evasion (0, make by 5% per amount hit: no dmg from weapon) V 10 Dex-11 Dex-15
1 Detect Noise | Clairaudience M 15 Wis-8 Wis-20
1 Climb Walls | Climb Overhangs | Climb Upside Down V 60 Str-9 Str-13
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase VM 10 Dex-11 Dex-15
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. M 5 Dex-12 Dex-17
1 Hide in Shadows || Meld in Shadows/Mirrors V 5 Dex-11 Dex-16
2 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
2 Concealment/Blending | Misdirection | Non-Detection M 20 Wis-12 Wis-14
3 Tightrope Walking | Water Walking | Shadow Walking | Dimension Walking V 75 Dex-11 Dex-15
4 Clearness of Thought (get a 2nd die roll on any 1 effect /r) MM 0 Wis-18 Wis-25
4 Contortion | Elasticity | Become Liquid-Form VM 10 Dex-10 Dex-14
5 Escape Bonds | Escape Binding | Escape Imprisonment/Time Stop P 50 Str-12 Str-14
6 Hold Breath | Hold Life P 15 Con-15 Con-17
6 Identity Penetration | False Seeing | True Seeing MM 5 Wis-11 Wis-19
7 Blink | Controlled Blink M 20 Wis-12 Wis-17
8 Intuition (+1 per 20% made to Intuition) M 0 Chr-9 Chr-12
8 Willpower (+1 per 20% made to Willpower) M 0 Chr-9 Chr-12
9 Inner Focus (+1 Str/Dex/Con for 1r per 10% made) M 5 Wis-10 Wis-20
10 Ki Power (cast a Wu Jen spell of spell level SL) (penalty = -SL*50%) (#=SL) #M 0 Int-12 Int-36
12 Speed (x2 move) | Speed (+1 V) | Speed (+1 P) | Speed (+1 M) VV 15 Dex-12 Dex-15
15 Energy Control | Adaptation | Immune to Hostile Environments PV 30 Con-9 Con-12
18 Elemental Form | Para-Ele Form | Quasi-Ele Form ||| Semi-Ele Form PP 40 Con-24 Con-24
27 Body Freedom (transfer action types freely; Str Int, Dex Wis, Con Chr) FFF 0 Chr-36 Chr-54
 
Exp Level: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17+
Open Hand Dmg: 1d3 1d4 1d6 1d6 1d6+1 2d4 2d4+1 2d6 3d4 2d6+1 3d4+1 4d4 4d4+1 5d4 6d4 5d6 8d4
Open Hand #Att: 1/1 1/1 1/1 5/4 5/4 3/2 3/2 3/2 2/1 2/1 5/2 5/2 5/2 3/1 3/1 4/1 4/1

[PC4] Rogue Group Classes


Monk3

Level KXP
Spells
1 0 (none)
2 10 (none)
3 30 (none)
4 60 (none)
5 100 (none)
6 150 (none)
7 210 (none)
8 280 (none)
9 360 (none)
10 450 (none)
11 550 (none)
12 660 (none)
13 780 (none)
14 910 (none)
15 1050 (none)
16 1200 (none)
17 1360 (none)
18 1530 (none)
19 1710 (none)
20 1900 (none)
21 2100 (none)
22 2310 (none)
23 2530 (none)
24 2760 (none)
25 3000 (none)
26 3250 (none)
27 3510 (none)
28 3780 (none)
29 4060 (none)
30 4350 (none)
31 4650 (none)
32 4960 (none)
33 5280 (none)
34 5610 (none)
35 5950 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  4  6  3  4  1  3  0
+2  6  5  6  3  4  1  3  0
+3  6  5  7  3  5  1  4  1
+3  6  6  7  3  5  2  4  1
+4  7  6  7  4  6  2  5  1
+5  7  7  7  4  6  3  5  2
+6  7  7  8  4  7  3  6  2
+6  7  8  8  4  7  3  6  2
+7  8  8  8  5  8  4  7  3
+8  8  9  8  5  8  4  7  3
+9  8  9  9  5  9  5  8  3
+9  8 10  9  5  9  5  8  4
+10  9 10  9  6 10  5  9  4
+11  9 11  9  6 10  6  9  4
+12  9 11 10  6 11  6 10  5
+12  9 12 10  6 11  7 10  5
+13 10 12 10  7 12  7 11  5
Requisites: Str 0, Dex 0, Wis 0
Alignment: L any
HD/level: d8
Weapon Prof.: 12+level/9
To Hit Table: +level*3/4
Save Table: Rog
Reference: PH3-37
Groups: Rogue
   
Level 1: Unarmed Strike: Double class TH bonus when attacking unarmed. Base damage is 1d(LVL*2/3+6).
Level 1: Stunning Attack: A monk has the ability to stun a creature damaged by her unarmed attacks.
Level 1: Evasion: Can avoid even magical and unusual attacks with great agility. (Takes 0 dmg if made save for ½)
Level 2: Deflect Arrows: Gains the Deflect Arrows feat, even if she doesn't have the prerequisite Dexterity score.
Level 3: Fast Movement: Moves faster then normal.
Level 3: Still Mind: +2 bonus to saving throws against spells and effects from the Enchantment school
Level 4: Slow Fall: A monk within arm's reach of a wall can use the wall to slow her descent.
Level 5: +(LVL-1)/4 AC.
Level 5: Purity of Body: Gains immunity to all diseases except for magical diseases such as mummy rot and lycanthropy.
Level 6: Improved Trip: Gains Improved Trip feat.
Level 7: Wholeness of Body: Can cure up to twice her current level in hit points each day, and can spread this healing out among several uses.
Level 7: Leap of the Clouds: Jumping distance (vertical or horizontal) is not limited according to her height.
Level 9: Improved Evasion: Monk's evasion ability improves: takes only ½ damage on a failed save.
Level 10: Ki Strike: Unarmed attack is empowered with ki. The unarmed strike damage from such an attack can deal damage to a creature with damage reduction, such as a wight, as if the blow were made with a weapon with a +1 enhancement bonus.
Level 11: Diamond Body: Gains immunity to poison of all kinds.
Level 12: Abundant Step: Can slip magically between spaces, as per the spell dimension door, once per day.
Level 13: Diamond Soul: Spell resistance = level +10.
Level 15: Quivering Palm: Can use the quivering palm. This terrifying attack allows the monk to set up vibrations within the body of another creature that can then be fatal if the monk so desires.
Level 17: Timeless Body: No longer suffers ability penalties for aging and cannot be magically aged.
Level 17: Tongue of the Sun and Moon: A monk of 17th level or above can speak with any living creature.
Level 19: Empty Body: Can assume an ethereal state for 1 round per level per day, as per the spell etherealness.
Level 20: Perfect Self: Forevermore treated as an outsider (extraplanar creature) rather then a humanoid.

[PC4] Rogue Group Classes


Mystic0

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 120 (none)
9 240 (none)
10 360 (none)
11 480 (none)
12 600 (none)
13 720 (none)
14 840 (none)
15 960 (none)
16 1080 (none)
17 1200 (none)
18 1320 (none)
19 1440 (none)
20 1560 (none)
21 1680 (none)
22 1800 (none)
23 1920 (none)
24 2040 (none)
25 2160 (none)
26 2280 (none)
27 2400 (none)
28 2520 (none)
29 2640 (none)
30 2760 (none)
31 2880 (none)
32 3000 (none)
33 3120 (none)
34 3240 (none)
35 3360 (none)
36 3480 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  2  0
+1  5  4  5  3  3  1  3  0
+2  5  4  5  3  4  1  3  0
+3  5  5  5  3  4  1  4  1
+3  7  6  7  4  5  2  4  1
+4  7  6  7  5  5  2  5  1
+5  7  6  7  5  6  3  5  2
+5  7  7  7  5  6  3  6  2
+6  9  8  9  6  7  3  6  2
+7  9  8  9  7  7  4  7  3
+7  9  8  9  7  8  4  7  3
+8  9  9  9  7  8  5  8  3
+9 11 10 11  8  9  5  8  4
+9 11 10 11  9  9  5  9  4
+10 11 10 11  9 10  6  9  4
+11 11 11 11  9 10  6 10  5
+11 13 12 13 10 11  7 10  5
+12 13 12 13 11 11  7 11  5
Requisites: Str 9, Dex 13, Wis 13
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/3
To Hit Table: Ftr0
Save Table: Thf0
Reference: 0D&D
Groups: Rogue
   
Level 1: One Martial Arts style (may not be custom).
Level 1: +1 Martial Arts maneuver slot per level.
Level 1: +1 AC per level if not wearing armor.
Level 1: +1" to movement rate per level.
Level 1: +1 dmg with open hand attacks per level. Base number of open hand attacks = (level+3)/4.
Level 1: Gets 1 "Any Monk or Acrobat" pick per level. Gets 40 rogue points per level.
Level 2: Cannot be surprised. Always attack first even if party loses initiative.
Level 4: 1V, 1/d: Cure Con*level hp of damage. This may be broken up into smaller amounts over the day if desired.
Level 6: Speak with Animals continuous.
Level 8: Resist Magic and Breath Weapons.
Level 9: Gets another Martial Arts style. It may be custom, even if you already have a custom style.
Level 9: Smash: 0: Get -5 to hit, but add an additional Str bonus to damage.
Level 9: Parry: +N AC for each weapon you are wielding (N=0 for small, N=1 for medium, N=4 for large).
Level 9: Disarm: 0: An attack you do does no damage, roll 1d20+(your Dex)-(target's Dex)*2, if greater than 0 he is disarmed.
Level 10: Speak with Anyone continuous.
Level 12: Immune to Enchantment/Charm spells, Resist Psionics.
Level 12: (level-11)*4% iPR
Level 14: 2V: Leave the Multiverse, physically travel up to 1V action relative distance (even through objects), then reappear.
Level 14: 0, touch, 5/d: Gentle Touch. Choose an effect: Charm, Cureall, Death, Quest, Paralysis. You get one of each per day. None of these effects have a saving throw.

[PC4] Rogue Group Classes


Scout

Level KXP
Spells
1 0 (none)
2 0.7 (none)
3 1.4 (none)
4 2.8 (none)
5 5.6 (none)
6 11.2 (none)
7 22.4 (none)
8 44.8 (none)
9 89.6 (none)
10 179.2 (none)
11 310 (none)
12 450 (none)
13 590 (none)
14 730 (none)
15 870 (none)
16 1010 (none)
17 1150 (none)
18 1290 (none)
19 1430 (none)
20 1570 (none)
21 1710 (none)
22 1850 (none)
23 1990 (none)
24 2130 (none)
25 2270 (none)
26 2410 (none)
27 2550 (none)
28 2690 (none)
29 2830 (none)
30 2970 (none)
31 3110 (none)
32 3250 (none)
33 3390 (none)
34 3530 (none)
35 3670 (none)
36 3810 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  2  0
+1  5  4  5  3  3  1  3  0
+1  5  4  5  3  4  1  3  0
+2  5  5  5  3  4  1  4  1
+3  7  6  7  4  5  2  4  1
+3  7  6  7  5  5  2  5  1
+3  7  6  7  5  6  3  5  2
+4  7  7  7  5  6  3  6  2
+5  9  8  9  6  7  3  6  2
+5  9  8  9  7  7  4  7  3
+5  9  8  9  7  8  4  7  3
+6  9  9  9  7  8  5  8  3
+7 11 10 11  8  9  5  8  4
+7 11 10 11  9  9  5  9  4
+7 11 10 11  9 10  6  9  4
+8 11 11 11  9 10  6 10  5
+9 13 12 13 10 11  7 10  5
+9 13 12 13 11 11  7 11  5
Requisites: Dex 6
Alignment: any
HD/level: d4
Weapon Prof.: 3+level/4
To Hit Table: CTD0
Save Table: Thf0
Reference: DM
Groups: Rogue
   
Gets 30 Rogue points per level. Still gets the "Any Rogue" picks at 9th, 18th, 27th, and 36th.
Level 1: Can weapon specialize as per Ranger1.
Lvl Scout Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Open/Close Locks: (-5% per TechLvl of the Lock) (-10% per SL of the Lock) V 0 Dex-13 Dex-17
1 Move Silently || Immovability | Avoid Clairnasience V 5 Dex-14 Dex-17
1 Hide in Shadows | Hide amongst People or Trees | Meld in Shadows/Mirrors V 0 Dex-12 Dex-17
1 Spying || Reflecting Pool - || F 5 Int-12 Int-15
1 Climb Walls | Climb Overhangs | Climb Upside-Down | Climb in Mid-Air V 55 Str-10 Str-14
1 Any Rogue 1 ability - - - -
2 Evasion (0, make by 5% per amount hit: no dmg from weapon) V 10 Dex-11 Dex-15
3 Disguise | Alter Appearance M 25 Chr-11 Chr-13
4 Invisibility | Improved Invisibility M 0 Int-13 Int-18
4 Distraction | Mislead | Forget | Mirage Arcana M 15 Wis-13 Wis-16
5 Legend Lore | Identify 0 | M 0 Int-13 Int-15
6 Read Languages | Decipher Code M 0 Int-9 Int-14
7 Identity Penetration | False Seeing | True Seeing MM 5 Wis-11 Wis-19
8 Free Action / Remove Paralysis / Remove Domination P 5 Con-8 Con-16
6 All-Around Sight | Locate Object | Treasure Finding M 25 Wis-15 Wis-19
10 Sending | Demand M 10 Int-9 Int-12
12 Teleport | Teleport without Error || Teleport Other to Self (no save) M 5 Int-16 Int-17
18 Psychic Impersonation || Soul/Spirit Impersonation - 15 Wis-9 Wis-14
27 Astral Spell MMM 40 Int-18 Int-24

[PC4] Rogue Group Classes


Thief0

Level KXP
Spells
1 0 (none)
2 1.2 (none)
3 2.4 (none)
4 4.8 (none)
5 9.6 (none)
6 20 (none)
7 40 (none)
8 80 (none)
9 160 (none)
10 280 (none)
11 400 (none)
12 520 (none)
13 640 (none)
14 760 (none)
15 880 (none)
16 1000 (none)
17 1120 (none)
18 1240 (none)
19 1360 (none)
20 1480 (none)
21 1600 (none)
22 1720 (none)
23 1840 (none)
24 1960 (none)
25 2080 (none)
26 2200 (none)
27 2320 (none)
28 2440 (none)
29 2560 (none)
30 2680 (none)
31 2800 (none)
32 2920 (none)
33 3040 (none)
34 3160 (none)
35 3280 (none)
36 3400 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  2  0
+1  5  4  5  3  3  1  3  0
+1  5  4  5  3  4  1  3  0
+2  5  5  5  3  4  1  4  1
+3  7  6  7  4  5  2  4  1
+3  7  6  7  5  5  2  5  1
+3  7  6  7  5  6  3  5  2
+4  7  7  7  5  6  3  6  2
+5  9  8  9  6  7  3  6  2
+5  9  8  9  7  7  4  7  3
+5  9  8  9  7  8  4  7  3
+6  9  9  9  7  8  5  8  3
+7 11 10 11  8  9  5  8  4
+7 11 10 11  9  9  5  9  4
+7 11 10 11  9 10  6  9  4
+8 11 11 11  9 10  6 10  5
+9 13 12 13 10 11  7 10  5
+9 13 12 13 11 11  7 11  5
Requisites: Dex 9
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/3
To Hit Table: CTD0
Save Table: Thf0
Reference: RC0-21
Groups: Rogue
   
Level N (every level): Get one "Any Rogue level N" pick. This is in addition to the normal levels 9, 18, 27, 36 picks that all Rogues get.

[PC4] Rogue Group Classes


Thief2

Level KXP
Spells
1 0 (none)
2 1.25 (none)
3 2.5 (none)
4 5 (none)
5 10 (none)
6 20 (none)
7 40 (none)
8 70 (none)
9 110 (none)
10 160 (none)
11 220 (none)
12 440 (none)
13 660 (none)
14 880 (none)
15 1100 (none)
16 1320 (none)
17 1540 (none)
18 1760 (none)
19 1980 (none)
20 2200 (none)
21 2420 (none)
22 2640 (none)
23 2860 (none)
24 3080 (none)
25 3300 (none)
26 3520 (none)
27 3740 (none)
28 3960 (none)
29 4180 (none)
30 4400 (none)
31 4620 (none)
32 4840 (none)
33 5060 (none)
34 5280 (none)
35 5500 (none)
36 5720 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites: Dex 9
Alignment: non-LG
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Rog
Save Table: Rog
Reference: PH2-38
Groups: Rogue
   
Level 1: Gain "Thieves' Cant" language.
Lvl Thief Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Pick Pockets/Shoplifting | Palm | Present P 15 Dex-12 Dex-16
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase VM 10 Dex-11 Dex-15
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. M 5 Dex-12 Dex-17
1 Move Silently || Immovability V 10 Dex-13 Dex-16
1 Hide in Shadows || Meld in Shadows/Mirrors V 5 Dex-11 Dex-16
1 Detect Noise | Clairaudience M 15 Wis-8 Wis-20
1 Climb Walls | Climb Overhangs | Climb Upside Down V 60 Str-9 Str-13
1 Backstab (each 40% = x1) (increases 10/level) 0 70 Int-6 Int-20
2 Mimic Voices || Tongues M 25 Wis-9 Wis-12
2 Distraction M 20 Wis-13 Wis-16
3 Contortion | Elasticity | Become Liquid-Form VM 10 Dex-10 Dex-14
4 Read Languages | Decipher Code M 0 Int-9 Int-14
4 Deeppockets | Vanish M 10 Int-6 Int-18
5 Sense Danger | Precognition | Choose Future VM 30 Wis-8 Wis-11
6 All-Around Sight | Locate Object | Treasure Finding M 25 Wis-15 Wis-19
6 Detect Illusion | Magic | Psi/Anti-Magic | Godly M 30 Int-12 Int-15
7 Blink | Controlled Blink M 20 Wis-12 Wis-17
8 Read Magic (Wizard/Priest) ||| Read Magic (Concordant) M 15 Int-13 Int-15
8 Wraithform | Dream Travel V 25 Con-15 Con-17
9 Clairvoyance | X-Ray Vision M 10 Wis-10 Wis-20
9 Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 multiplier (| do this 90' away) M 5 Dex-18 Dex-25
10 Invisibility | Improved Invisibility M 0 Int-13 Int-18
12 Phase Door | Dimension Door M 5 Int-9 Int-20
15 Probability Travel MM 20 Int-13 Int-20
18 Shape Alteration/Polymorph Object | Shapechange MM 5 Con-13 Con-20
27 Time Shift VMM 20 Int-16 Int-24

[PC5] Psionicist Group Classes


Psi1

Level KXP Psi1
mMG S
1 0 1-- -
2 2.5 2-- -
3 5 3-- -
4 10 4-- -
5 15 41- -
6 25 51- -
7 50 52- -
8 75 62- -
9 100 63- -
10 125 73- -
11 150 74- -
12 300 741 -
13 450 841 -
14 750 851 -
15 1000 852 -
16 1300 952 -
17 1600 962 -
18 2000 A62 1
19 2500 A72 1
20 3000 A73 1
21 3500 B83 2
22 4000 C84 2
23 4500 D94 2
24 5000 E95 3
25 5500 FA5 3
26 6000 GA6 3
27 6500 HB6 4
28 7000 IB7 4
29 7500 JC7 4
30 8000 KC8 5
31 8500 LD8 5
32 9000 MD9 5
33 9500 NE9 6
34 10000 OEA 6
35 10500 PFA 6
36 11000 QFB 7
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+1  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+2  5  9  6  4  8  1  2  3
+2  5  9  7  5  8  2  3  3
+3  5 10  7  5  9  2  3  4
+3  6 10  7  6  9  2  3  4
+4  6 10  8  6  9  3  4  5
+4  6 11  8  6 10  3  4  5
+5  7 11  9  7 10  4  5  6
+5  7 12  9  7 11  4  5  6
+6  7 12  9  8 11  4  5  7
+6  7 13 10  8 11  5  6  7
+7  8 13 10  8 12  5  6  8
+7  8 13 11  9 12  6  7  8
+8  8 14 11  9 13  6  7  9
+8  9 14 11 10 13  6  7  9
Requisites: Str 3, Dex 3, Con 9, Int 10 (one 16), Wis 10 (one 16), Chr 10 (one 16)
Alignment: any
HD/level: d10,d10,d8,d8,d6,d6,d6,d4,…
Weapon Prof.: 3+level/4
To Hit Table: Rog
Save Table: Wiz
Reference: Drag78-26
Groups: Psionicist
   
See [Q1] for rules and powers.
Psionic Strength = (Int+Wis+Chr)/3*(Level+9)
Level 1: May use Psionic Enchantments, which convert several low-level spells to a higher level one.
Level 1: Spend 1 Non-Weapon proficiency: Permanently raise two abilities' CL by 1 (or +2 CL to one ability). You may not more than double your level doing this.

[PC5] Psionicist Group Classes


Psi1A

Level KXP Psi1
mMG S
1 0 1-- -
2 1.1 2-- -
3 2.2 3-- -
4 4.4 4-- -
5 8.8 5-- -
6 17.6 51- -
7 35.2 52- -
8 70.4 53- -
9 140.8 54- -
10 281.6 55- -
11 500 66- -
12 720 77- -
13 940 88- -
14 1160 881 -
15 1380 882 -
16 1600 883 -
17 1820 884 -
18 2040 885 -
19 2260 886 -
20 2480 887 -
21 2700 888 -
22 2920 999 -
23 3140 AAA -
24 3360 BBB -
25 3580 BBB 1
26 3800 BBB 2
27 4020 BBB 3
28 4240 BBB 4
29 4460 BBB 5
30 4680 BBB 6
31 4900 BBB 7
32 5120 BBB 8
33 5340 BBB 9
34 5560 BBB A
35 5780 BBB B
36 6000 CCC C
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+0  5  4  8  2  3  1  0  2
+1  6  4  8  3  4  2  0  2
+1  6  5  8  3  4  2  1  3
+2  6  5  9  3  4  2  1  3
+2  6  6  9  4  5  3  1  4
+3  7  6  9  4  5  3  2  4
+3  7  7  9  4  5  4  2  5
+4  7  7 10  5  6  4  2  5
+4  7  8 10  5  6  4  3  6
+5  8  8 10  5  6  5  3  6
+5  8  9 10  6  7  5  3  7
+6  8  9 11  6  7  6  4  7
+6  8 10 11  6  7  6  4  8
+7  9 10 11  7  8  6  4  8
+7  9 11 11  7  8  7  5  9
+8  9 11 12  7  9  7  5  9
+8  9 12 12  8  9  8  5 10
Requisites: Int 6 (one 9), Wis 6 (one 9), Chr 0
Alignment: any
HD/level: d8,d8,d6,d6,d4,d4,d4,d2,…
Weapon Prof.: 2+level/7
To Hit Table: Rog
Save Table: Psi
Reference: DM
Groups: Psionicist
   
See [Q1] for rules and powers.
Psionic Strength = (highest of Int,Wis,Chr)*2/3*(level+9)
Gets 1 Attack or Defense every level.
Level 1: May use Psionic Enchantments, which convert several low-level spells to a higher level one.
Level 1: Spend 1 Non-Weapon proficiency: Permanently raise two abilities' CL by 1 (or +2 CL to one ability). You may not more than double your level doing this.

[PC5] Psionicist Group Classes


Psi2

Level KXP Psi2
mMG S
1 0 3-- -
2 2.2 5-- -
3 4.4 7-- -
4 8.8 91- -
5 16.5 A1- -
6 30 B2- -
7 55 C2- -
8 100 D3- -
9 200 E31 -
10 400 F41 -
11 600 G41 -
12 800 H52 -
13 1000 I52 -
14 1400 J62 -
15 1800 K63 -
16 2200 L73 1
17 2600 M73 1
18 3000 N84 1
19 3400 O84 1
20 3800 P94 2
21 4200 Q95 2
22 4600 RA5 2
23 5000 SA5 2
24 5400 TB6 3
25 5800 UB6 3
26 6200 VC6 3
27 6600 WC7 3
28 7000 XD7 4
29 7400 YD7 4
30 7800 ZE8 4
31 8200 [E8 4
32 8600 \F8 5
33 9000 ]F9 5
34 9400 ^G9 5
35 9800 _G9 5
36 10200 `HA 6
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+0  5  4  8  2  3  1  0  2
+1  6  4  8  3  4  2  0  2
+1  6  5  8  3  4  2  1  3
+2  6  5  9  3  4  2  1  3
+2  6  6  9  4  5  3  1  4
+3  7  6  9  4  5  3  2  4
+3  7  7  9  4  5  4  2  5
+4  7  7 10  5  6  4  2  5
+4  7  8 10  5  6  4  3  6
+5  8  8 10  5  6  5  3  6
+5  8  9 10  6  7  5  3  7
+6  8  9 11  6  7  6  4  7
+6  8 10 11  6  7  6  4  8
+7  9 10 11  7  8  6  4  8
+7  9 11 11  7  8  7  5  9
+8  9 11 12  7  9  7  5  9
+8  9 12 12  8  9  8  5 10
Requisites: Con 11, Int 12, Wis 15
Alignment: L any
HD/level: d6
Weapon Prof.: 5+level/9
To Hit Table: Rog
Save Table: Psi
Reference: PHBR5-8
Groups: Psionicist
   
See [Q2] for rules and powers.
PSPs = Wis*2+Int+Con-40+(Wis-5)*(level-1)
Level 1: +1 Nonweapon Proficiency per level. These slots may be spent on existing Psi2 powers (not additional ones). Each slot increases a power's check score both by 1, or you can roll an extra 1d20 (choose better result).

[PC5] Psionicist Group Classes


Psi3

Level KXP Psi3
123 456 789
1 0 0-- --- ---
2 10 1-- --- ---
3 30 2-- --- ---
4 60 20- --- ---
5 100 21- --- ---
6 150 210 --- ---
7 210 321 --- ---
8 280 321 0-- ---
9 360 322 1-- ---
10 450 322 10- ---
11 550 332 21- ---
12 660 332 210 ---
13 780 433 221 ---
14 910 433 221 0--
15 1050 433 322 1--
16 1200 443 322 10-
17 1360 443 332 21-
18 1530 444 332 210
19 1710 444 333 211
20 1900 444 433 221
21 2100 444 433 222
22 2310 444 433 332
23 2530 444 444 333
24 2760 544 444 444
25 3000 555 555 444
26 3250 666 555 555
27 3510 766 666 666
28 3780 777 777 777
29 4060 888 888 887
30 4350 999 999 998
31 4650 AAA AAA AAA
32 4960 CBB BBB BBB
33 5280 DDD DCC CCC
34 5610 EEE EEE EEC
35 5950 GGG FFF FFF
36 6300 HHH HHH HHH
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+1  6  4  8  3  4  2  0  2
+2  6  5  8  3  4  2  1  3
+2  6  5  9  3  4  2  1  3
+3  6  6  9  4  5  3  1  4
+3  7  6  9  4  5  3  2  4
+4  7  7  9  4  5  4  2  5
+4  7  7 10  5  6  4  2  5
+5  7  8 10  5  6  4  3  6
+5  8  8 10  5  6  5  3  6
+6  8  9 10  6  7  5  3  7
+6  8  9 11  6  7  6  4  7
+7  8 10 11  6  7  6  4  8
+7  9 10 11  7  8  6  4  8
+8  9 11 11  7  8  7  5  9
+8  9 11 12  7  9  7  5  9
+9  9 12 12  8  9  8  5 10
Requisites: Str 0 (10), Dex 0 (10), Con 0 (10), Int 0 (10), Wis 0 (10), Chr 0 (10)
Alignment: any
HD/level: d4
Weapon Prof.: 5+level/9
To Hit Table: +level/2
Save Table: Psi
Reference: PsiHB3-8
Groups: Psionicist
   
See [Q3] for rules and powers.
Psi3 PSPs = (2*Level*Level-Level+1)/4+Stat/4
Gets a stat bonus of your choice to progression.

[PC5] Psionicist Group Classes


Psi3.5

Level KXP Psi3.5
123 456 789
1 0 3-- --- ---
2 2 5-- --- ---
3 4 52- --- ---
4 8 54- --- ---
5 16 542 --- ---
6 32 544 --- ---
7 64 544 2-- ---
8 128 544 4-- ---
9 256 544 42- ---
10 450 544 44- ---
11 550 544 441 ---
12 660 544 443 ---
13 780 544 443 1--
14 910 544 443 3--
15 1050 544 443 31-
16 1200 544 443 33-
17 1360 544 443 331
18 1530 544 444 332
19 1710 544 444 333
20 1900 544 444 443
21 2100 554 444 444
22 2310 555 544 444
23 2530 555 555 444
24 2760 555 555 554
25 3000 655 555 555
26 3250 666 555 555
27 3510 666 665 555
28 3780 666 666 655
29 4060 666 666 666
30 4350 776 666 666
31 4650 777 766 666
32 4960 777 777 666
33 5280 777 777 776
34 5610 877 777 777
35 5950 888 777 777
36 6300 888 887 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+1  6  4  8  3  4  2  0  2
+2  6  5  8  3  4  2  1  3
+2  6  5  9  3  4  2  1  3
+3  6  6  9  4  5  3  1  4
+3  7  6  9  4  5  3  2  4
+4  7  7  9  4  5  4  2  5
+4  7  7 10  5  6  4  2  5
+5  7  8 10  5  6  4  3  6
+5  8  8 10  5  6  5  3  6
+6  8  9 10  6  7  5  3  7
+6  8  9 11  6  7  6  4  7
+7  8 10 11  6  7  6  4  8
+7  9 10 11  7  8  6  4  8
+8  9 11 11  7  8  7  5  9
+8  9 11 12  7  9  7  5  9
+9  9 12 12  8  9  8  5 10
Requisites: Int 0
Alignment: any
HD/level: d4
Weapon Prof.: 3+level/9
To Hit Table: +level/2
Save Table: Psi
Reference: EnhPsiHB3.5
Groups: Psionicist
   
See [Q3.5] for rules and powers.
Psi3.5 PSPs = LVL*LVL+(Int bonus)*LVL/2+2
Psi3.5 powers cost SL*2+1 PSPs each.
Unlike Psi3, Psi3.5 does not gets a bonus to it's progression.
 
Level 1: +1 feat.
Level 1: Bonus skills, pick one option below:
    Seer (Clairsentience): Gather Information (Chr), Listen (Wis), and Spot (Wis).
    Shaper (Metacreativity): Bluff (Chr), Disguise (Chr), and Use Psionic Device (Chr).
    Kineticist (Psychokinesis): Autohypnosis (Wis), Disable Device (Dex), and Intimidate (Chr).
    Egoist (Psychometabolism): Autohypnosis (Wis), Balance (Dex) and Heal (Wis).
    Nomad (Psychoportation): Climb (Str), Jump (Str), Ride (Dex), Survival (Wis), and Swim (Str).
    Telepath (Telepathy): Bluff (Chr), Diplomacy (Chr), Gather Information (Chr), and Sense Motive (Wis).
Level 5 (and every level divisible by 5): +1 feat.

[PC5] Psionicist Group Classes


Psi5

Level KXP Psi5
mMG SU
1 0 1-- --
2 2.2 2-- --
3 4.4 31- --
4 8.8 41- --
5 16.5 42- --
6 30 531 --
7 55 541 --
8 100 642 --
9 200 653 --
10 400 753 1-
11 600 863 1-
12 800 864 1-
13 1000 864 2-
14 1400 974 2-
15 1800 975 2-
16 2200 975 3-
17 2600 A85 3-
18 3000 A86 3-
19 3400 A86 4-
20 3800 B96 41
21 4200 B97 41
22 4600 B97 51
23 5000 CA7 51
24 5400 CA8 51
25 5800 CA8 61
26 6200 DB8 62
27 6600 DB9 62
28 7000 DB9 72
29 7400 EC9 72
30 7800 ECA 72
31 8200 ECA 82
32 8600 FDA 83
33 9000 FDB 83
34 9400 FDB 93
35 9800 GEB 93
36 10200 GEC 93
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  3  8  2  3  1  0  1
-1  5  4  8  2  3  1  0  2
-1  6  4  8  3  4  2  0  2
-1  6  5  8  3  4  2  1  3
+0  6  5  9  3  4  2  1  3
+0  6  6  9  4  5  3  1  4
+0  7  6  9  4  5  3  2  4
+0  7  7  9  4  5  4  2  5
+1  7  7 10  5  6  4  2  5
+1  7  8 10  5  6  4  3  6
+1  8  8 10  5  6  5  3  6
+1  8  9 10  6  7  5  3  7
+2  8  9 11  6  7  6  4  7
+2  8 10 11  6  7  6  4  8
+2  9 10 11  7  8  6  4  8
+2  9 11 11  7  8  7  5  9
+3  9 11 12  7  9  7  5  9
+3  9 12 12  8  9  8  5 10
Requisites: Int 11+LVL, Wis 11+LVL
Alignment: any
HD/level: d4
Weapon Prof.: 2-level/4
To Hit Table: Psi
Save Table: Psi
Reference: DM
Groups: Psionicist
   
See [Q5] for rules and powers.
Imagination Points (IPs) = Int + Chr - 24 + 2*Level

[PC5] Psionicist Group Classes


Psi8

Level KXP Psi8
mMG SU
1 0 1-- --
2 4 2-- --
3 8 3-- --
4 16 41- --
5 32 51- --
6 64 62- --
7 128 72- --
8 256 831 --
9 512 931 --
10 900 A41 --
11 1300 B42 --
12 1700 C52 --
13 2100 D52 --
14 2500 E63 --
15 2900 F63 --
16 3300 G73 1-
17 3700 H74 1-
18 4100 I84 1-
19 4500 J84 1-
20 4900 K95 2-
21 5300 L95 2-
22 5700 MA5 2-
23 6100 NA6 2-
24 6500 OB6 3-
25 6900 PB6 3-
26 7300 QC7 3-
27 7700 RC7 3-
28 8100 SD7 4-
29 8500 TD8 4-
30 8900 UE8 4-
31 9300 VE8 4-
32 9700 WF9 51
33 10100 XF9 51
34 10500 YG9 51
35 10900 ZGA 51
36 11300 [GA 51
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+0  5  4  8  2  3  1  0  2
+0  6  4  8  3  4  2  0  2
+1  6  5  8  3  4  2  1  3
+1  6  5  9  3  4  2  1  3
+1  6  6  9  4  5  3  1  4
+2  7  6  9  4  5  3  2  4
+2  7  7  9  4  5  4  2  5
+2  7  7 10  5  6  4  2  5
+3  7  8 10  5  6  4  3  6
+3  8  8 10  5  6  5  3  6
+3  8  9 10  6  7  5  3  7
+4  8  9 11  6  7  6  4  7
+4  8 10 11  6  7  6  4  8
+4  9 10 11  7  8  6  4  8
+5  9 11 11  7  8  7  5  9
+5  9 11 12  7  9  7  5  9
+5  9 12 12  8  9  8  5 10
Requisites: Int 12
Alignment: any
HD/level: d8
Weapon Prof.: 8+level/4
To Hit Table: Wiz
Save Table: Psi
Reference: DM
Groups: Psionicist
   
See [Q8] for rules and powers.
Can manipulate an object with TechF equal to your level or less.
In addition, Psi8 gets "Netrunning" type powers which allow the Psi8 to physically connect to a machine or object; see [Q8].
Level 1: +1 Technological proficiency slot per level (see [P8.8]).

[PC5] Psionicist Group Classes


Psi10

Level KXP Psi10
123 456 789
1 0 1-- --- ---
2 2.5 2-- --- ---
3 5 21- --- ---
4 10 32- --- ---
5 22.5 43- --- ---
6 40 431 --- ---
7 60 542 --- ---
8 90 653 --- ---
9 135 653 1-- ---
10 250 764 2-- ---
11 375 875 3-- ---
12 750 986 4-- ---
13 1500 986 41- ---
14 1900 A97 52- ---
15 2400 AA8 63- ---
16 2800 AA9 74- ---
17 3200 AAA 851 ---
18 3600 AAA 962 ---
19 4000 AAA A73 ---
20 4400 AAA A84 ---
21 4800 AAA A95 ---
22 5200 AAA AA6 1--
23 5600 AAA AA7 2--
24 6000 AAA AA8 3--
25 6400 AAA AA9 4--
26 6800 AAA AAA 5--
27 7200 AAA AAA 6--
28 7600 AAA AAA 71-
29 8000 AAA AAA 82-
30 8400 AAA AAA 93-
31 8800 AAA AAA A4-
32 9200 AAA AAA A5-
33 9600 AAA AAA A6-
34 10000 AAA AAA A7-
35 10400 AAA AAA A81
36 10800 AAA AAA A92
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  3  8  2  3  1  0  1
-1  5  4  8  2  3  1  0  2
-1  6  4  8  3  4  2  0  2
-1  6  5  8  3  4  2  1  3
+0  6  5  9  3  4  2  1  3
+0  6  6  9  4  5  3  1  4
+0  7  6  9  4  5  3  2  4
+0  7  7  9  4  5  4  2  5
+1  7  7 10  5  6  4  2  5
+1  7  8 10  5  6  4  3  6
+1  8  8 10  5  6  5  3  6
+1  8  9 10  6  7  5  3  7
+2  8  9 11  6  7  6  4  7
+2  8 10 11  6  7  6  4  8
+2  9 10 11  7  8  6  4  8
+2  9 11 11  7  8  7  5  9
+3  9 11 12  7  9  7  5  9
+3  9 12 12  8  9  8  5 10
Requisites: Int 10, Wis 10, Chr 10
Alignment: any
HD/level: d3
Weapon Prof.: 5+level/5
To Hit Table: Psi
Save Table: Psi
Reference: RoleAids
Groups: Psionicist
   
See [Q10] for rules and powers.
Psi10 (class) PSPs = (LVL+Int+Wis-20)*5.
1 Psi10 PSP = 2 Psi1 PSPs. Points are regained at (Int+Wis)/2 per hour, or (total multipliers of beings within 100') per hour
Disciplines: Empa = Empathy, Pyro = Pyromancy, Somn = Somniomancy, Telep = Telepathy, TK = Telekinetics
Powers marked with a asterisk ( * ) can be used as a 0 action.
 
Old PSP system (no longer used):
Sum up the multipliers of all living things (including yourself) within level*3' of you.
Take the lower of this and your level. This is your maximum number of P10Ps.
When someone leaves, you lose his contribution, when someone enters, you gain that amount.

[P5] Kits


You get 1 kit per 2nd edition class. You may purchase extra kits at 4 nonweapon proficiencies each, if you have fewer kits than your highest level number. You may have the same kit more than once, but the stat requirement increases.
Req: Requisites. S=Str, D=Dex, K=Con, I=Int, W=Wis, C=Chr, M=Cml, H=HNCL (Highest level). These have a requirement of 9, unless two of the same letter appears, then it's 18. If you have the same kit twice, the requirements double. If you have the same kit three times, they triple, etc.
Bonus Prof: All kits give one bonus proficiency, listed here. Some give more, these are listed under the "Effect" entry.

Name Req Effect Bonus Prof Source
Academician IW +3 NPC reactions; +level Int checks; +level Wis checks; -1 TH penalty Spellcraft PHBR4
Acrobat DS +2 AC; 3 Tumbling slots, 3 Tightrope Walking slots, 3 Jumping slots Juggling S&P2
Amazon S +2 TH in first round; +2 dmg in first round Riding S&P2
Artificier DIS X^3 / (your level) days: Build a Tech Level X item Engineering PHBR17
Assassin IW Detect Poison 5*level% cont.; Backstab x2; 1 Healing slot; 1 Herbalism slot Poison Use S&P2
Beggar C +1 nonweapon prof.; Pick Pockets 10*level%; -4 NPC reactions Disguise S&P2
Bladesinger SKDI +1/+1 TH/dmg with one weapon type; -1 TH all other weapons; +lvl/2+1 AC Dancing PHBR8
Cavalier C +2 mental saves; +1 weapon prof. Heraldry S&P2
Diplomat IWC +2 NPC reactions; x2 starting money; Charm/Influence Reaction 5*level% Debating S&P2
Explorer WI 2 Survival slots; Deeppockets cont. DirectionSense S&P2
Feat (none) Gain a feat from 3rd edition, even if your class isn't 3rd edition (none) DM
Geomancer IC Legend Lore (other crystal spheres) 10*level%, (alternate primes) 5*level% Planetology CGR1
Gladiator SK +1 TH; Considered 1/3 of a size class larger for weapons (e.g. M -> M/L) Blind Fighting S&P2
Golemmaster IW 1M,1V: Turn Golem; +4/+4 TH/dmg vs. Golems; Level 12: Manual/Golems Stonemasonry PHBR16
Guardian WC +1 TH/dmg/saves and opponents -2 saves in a specified 1 sq. mile area Local History PHBR11
Healer W 1P: Cure Tiny Wounds (1 hp); +1 hp per die with Cure spells; -1 wpn prof. Healing PHBR9
Hedge Wizard I 1 hour of F actions: Neutralize Poison; 1/d, Level 7: Brew random potion Brewing PHBR10
Jester IC +1 Chr; 1 Juggling slot; 1 Comedy slot; 1 Acting slot Singing S&P2
Loremaster IW Legend Lore 5*level%; Operate Item 5*level%; Persuasion 5*level% Ancient History PHBR7
Mariner I x2 TH with nets; 1F: Friends (aquatic only) WeatherSense S&P2
Merchant IC +1 NPC reactions; 3 Appraisal slots; +10% gp when selling items Appraisal S&P2
Mystic W XM: +2 to any one subability score for X/2 rounds; 1 Meditation slot Astrology S&P2
Noble C +2 NPC reactions; 1F: Bluff (save); 1 Language slot Etiquette S&P2
Outlaw SK You have a hidden location secret to everyone else Set Snares S&P2
Pacifist Priest W +2 Chr; halve your number of weapon proficiencies (round loss up) Meditation PHBR3
Peasant Hero W Give and receive shelter (see Knight class); 0, 1/d: +/-(5+level)% to 1 roll Agriculture S&P2
Pirate KD +1 TH at sea; -2 NPC reactions; 1 weapon slot with ship-based weapon Navigation S&P2
Psiologist IWK +2*level PSPs in Psi2; +1 prof. slot in a Psi2 power per 2 levels; -1 TH Harness Subc. WatW2
Pugilist SD +4 TH unarmed; Can parry unarmed as if had a weapon NaturalFighting S&P2
Resist-Evader DW Opponents get -(your level)*2-10% blahR and -4 saves vs. your effects MR Evasion DM
Savage K +3 nonweapon proficiencies; -2 NPC reactions Hunting S&P2
Scholar I +1 Int checks; +1 Wis checks; +4 Knowledge proficiencies History S&P2
Scout W +1 all nonweapon checks when outdoors; Move Silently 10*level% Tracking S&P2
Sharpshooter D +1/+1 TH/dmg with missiles; x1.5 wpn slots, extra only for missile weapons Bowyer/Fletch. S&P2
Smuggler W 3 Appraisal slots; 1F: Make small object invisible; 1F: Locate Object 30' Forgery S&P2
Soldier K +1 nonweapon proficiency; 1/w: Gain a level^2 gp weapon Weaponsmith S&P2
Spy IC +2 NPC reactions; 1 Disguise slot; Spying 10*level% Trailing S&P2
Swashbuckler DI +2 AC; +2 NPC reactions; Ambidextrous Tumbling S&P2
Thug S +1 dmg; 0, -level TH this segment: +level dmg this segment Gaming S&P2
Troubleshooter IW 1F: Find a flaw in a house's / person's / security system's defenses Observation PHBR2

[P6] Proficiencies, Weapon


Weapon Proficiencies are given from your class. If you have multiple classes, you get the highest base amount among all of them, but you do get the rate for each class.
 
Weapon and Non-Weapon Proficiencies can be converted to each other, see [P8.2].
You may spend 3 Weapon Proficiencies to buy a Feat (see [P11]).
 
A "half-plus" is either +1 to hit or +1 damage. You must set how these plusses are distributed when you take a proficiency. You may take a proficiency twice to have two different "sets" of half-plusses (can't use both at same time).
 
In the Notes column below: & means you can take multiples, * means you must specify weapon/race
 
Proficiencies removed from this list: Defender, Exceptional stats, Magnetic Weapon Use, Martial Arts Use, Missile Deflection, Movement, Offensive Dexterity, Quickness, Shield Proficiency, Speed Proficiency, Spell to Weapon Conduction, Stun/Incapacitate Race, Wild Fighting, Wrestling

[P6.1] Weapon Proficiencies List

Name Notes Description
Ambidexterity   Off-hand penalty is equal to On-hand penalty
Blind-fighting   -2 instead of -4 when attacking blind
Charging   +2 TH when attacking while running at someone
Close-quarter Fighting   No penalty when fighting in a small area
Extreme Range   One more range bracket (Extreme Long), -8 TH
Fast Drawing   +1 Att on first round with missile weapon
Kicking   Can use 1 V action to kick (1d2 dmg)
Mount's Weaponry Use * Can use a mount's hooves, bite, etc.
Natural Fighting   +1 Att/r, +2 TH with natural weapons
Point Blank Range   Double damage at ½ short range with bow
Poison/Acid/Oil Use   Can efficiently use poisons, acid, oil
Prone Fighting   -2 instead of -4 when attacking prone
Punching   #Att is 2 instead of 1 with fists
Pushing   Str contest, loser pushed back 5' (might fall)
Slay Race &* +2 half-plusses vs. one race (dragon,giant,etc.)
Throwing   No penalty when throwing non-weapon object
Thrown/Missile Assassination * Can assassinate with a missile weapon
Thrown/Missile Backstabbing * Can backstab with a missile weapon
Two-Weapon Fighting   On/Off hand penalty gains +2/+2 (can't be bonus)
War/Siege Machine Proficiency   Proficient with siege machines
Weapon Group Prof. (broad) * (4 slots) Proficient with a broad group
Weapon Group Prof. (tight) * (2 slots) Proficient with a tight group
Weapon Improvisation   Can construct better weapons from scratch
Weapon Mastery &* +1 half-plus with a weapon (combines w/Spec.) (limit=highest level)
Weapon Proficiency * Proficient with a weapon with on-hand
Weapon Proficiency (dbl) * Acts as a buffer vs. -1 slot penalty w/off hand
Weapon Specialization (sng) * +3 half-plusses & higher #Att (need Weapon Prof)
Weapon Specialization (dbl) * +3 more half-plusses (need sng Spec.)
Weapon Specialization (trp) * Acts as a buffer vs. -1 slot penalty w/off hand
Wild Fighting * +1 AC & +1 dmg/hit penalty to get +1 TH/+1 dmg

[P6] Proficiencies, Weapon


[P6.2] Number of Attacks Table (Weapon Specialization)

Non-Spec
War
Spec
Barb1
Cav1
Spec
War
Spec
Ran1
Spec
Non-War
Elf0/
Dwarf0/
Halfling0
Melee
Wpn
Light
X-Bow
Heavy
X-Bow
Dagger Dart Small
Shurik
Bow Other
Wpn **
Other
FastWpn
1-6 --- --- --- --- 1-11 1/1 1/1 1/2 2/1 3/1 4/1 2/1 1/1 1/1
7-12 1-5 1-6 1-7 1-8 --- 3/2 1/1 1/2 3/1 4/1 5/1 2/1 3/2 2/1
13-18 6-10 7-12 8-14 9-16 12-23 2/1 3/2 1/1 4/1 5/1 6/1 3/1 2/1 3/1
19-24 11-15 13-18 15-21 17-24 --- 5/2 2/1 3/2 5/1 6/1 7/1 4/1 2/1 4/1
25-30 16-20 19-24 22-28 25-32 24-35 3/1 2/1 3/2 6/1 7/1 8/1 4/1 5/2 5/1
31-36 21-25 25-30 29-35 33-36 --- 7/2 5/2 2/1 7/1 8/1 9/1 5/1 3/1 6/1
--- 26-30 31-36 36 --- 36 4/1 3/1 2/1 8/1 9/1 10/1 6/1 3/1 7/1
--- 31-35 --- --- --- --- 9/2 3/1 5/2 9/1 10/1 11/1 6/1 7/2 8/1
--- 36-40 --- --- --- --- 5/1 7/2 5/2 10/1 11/1 12/1 7/1 4/1 9/1
--- 41* --- --- --- --- 11/2 4/1 3/1 11/1 12/1 13/1 8/1 4/1 10/1
 
* This column extends to level 41 because of +5 level shift from Cavalier weapon of choice.
** This column multiplies the base rate of the weapon (e.g. if this column says 3/2 and the base number of attacks for the weapon is normally 2/1, you get 3/2 x 2/1 = 3/1).
 
The following classes can specialize and use the "Specialist Barb1/Cav1" line:
Anti-Paladin, Barbarian, Gladiator (melee only; otherwise use normal specialization).
The following classes can specialize and use the "Specialist Warrior" line:
All Warriors, Templar, Bounty Hunter, Psi7, Psi8, Psi11B, Psi11W, All Concordants.
The following classes can specialize and use the "Specialist Non-Warrior" line:
Death Master, Elf, Witch Doctor, HOSG, HOSN, HOSE, Shaman, certain Specialty Priests, Assassin, Dungeoneer, Halfling, certain Rogues (8th lvl ability), Scout, Psi1A, Psi4A, Psi6, Psi9, Psi9A.

[P6.3] Two-Weapon Fighting

For more combat options (such as fighting with very large or very small weapons), see [C7].
 
When fighting with two weapons, you suffer a TH penalty based on Dex, as seen below.
This penalty may be reduced or avoided by using the Two-Weapon Fighting and Ambidexterity weapon proficiencies.
 
  To Hit Penalty
Dex Dominant ("on") hand Recessive ("off") hand
0-5 -4 -6
6-8 -3 -5
9-15 -2 -4
16-18 -1 -3
19-21 -0 -2
22-24 -0 -1
25+ -0 -0
 
The off hand is considered to be 1 slot less for level of specialization or proficiency (Dbl->Sng, Sng->Prof., Prof.->Non-Prof.).
 
In addition, your number of attacks may be different on your off hand, determined by the edition of your Warrior class:
 
Edition #Attacks in off hand
0 Normal
1 Normal
2 1/1 *
3 1/1 *
4 Use Non-Spec War in [P6.2] *
5 1/1 *
 
* Unless your normal (on-hand) rate is worse than this, of course.

[P6.4] Two-Handed Fighting

If a PC uses a melee weapon two-handed, the Str bonuses (to hit and damage) is multiplied by 1.5, round down.
For each additional hand beyond the second, add 0.5 to this multiplier (e.g. when using one weapon 4-handed you multiply your Str bonus by 2.5).
To make the rules simple here, you may use any weapon two-handed, even non-sensible ones (like a thrown dart). You cannot use anything else with these hands, not even a shield.

[P6.5] Throwing Weird Weapons

Any weapon may be thrown. Weapons that are not meant to be thrown (e.g. a Long Sword) get a To Hit penalty equal to their weight in pounds (round down).
The "fire rate" of such a weapon uses "Other Wpn" in [P6.2] with a base number of attacks equal to 1/1 if the weapon is your size class or larger, 2/1 if the weapon is smaller than you.
You can in addition be throwing the weapon two-handed using [P6.4]; this may counteract some of the To Hit penalty (and give you more damage!).
If you throw an ammo that is meant to fired using another weapon (e.g. throwing an arrow), halve the die type of the damage (e.g. a 1d6 arrow can be thrown for 1d3 damage).
If you throw a weapon that has no damage rating at all (e.g. throwing a bow), treat it as a club of 1 size smaller.

[P6.8] Odd Limbs

If you are using an odd limb (a tentacle, a branch, a foot that has opposable digits, etc.) to hold a weapon, multiply your Str score (not bonus) by 0.5 with this weapon.
If you use two such odd limbs to wield the same weapon, you get normal Str.
Beyond two limbs, add 0.5 to your Str bonus (not score) multiplier for each extra limb, just like in [P6.4]. Effectively, you lose 1 limb compared to normal arms when using many limbs (e.g. when using one weapon with 4 tentacles you multiply your Str bonus by 2).

[P9] Skills


[P9.1] Skill Rules

Number of skill points [3rd edition classes only] = (ClassBase + Int Modifier) * (3 + Level)
Where "ClassBase" is the base number of skill points the 3rd edition class gives. It's usually 4. You get skill points once, for one of your 3rd edition classes only (presumably the highest level one).
If you have no skill points (due to having no 3rd edition classes), you may buy them. 1 Nonweapon proficiency = 2 skill points.
 
If you buy a class skill, your character gets 1 rank (equal to a +1 bonus on checks with that skill) for each skill point. If you buy other classes' skills (cross-class skills), you get 1/2 rank per skill point.
Your maximum rank in a class skill is your character level + 3.
Your maximum rank in a cross-class skill is one-half of this number (do not round up or down).
 
Unopposed skill checks are made by rolling against a Difficulty Class (DC). Some Difficulty Class (DC) scores are defined on the right, but DCs might be much higher in high level games.
You roll 1d20 + (skill rank) + (ability score mod.)
For opposed skill checks, each interested party rolls their skill check, and the highest total wins, unless everyone is below the target DC, in which case no one wins.
 
Situation DC
Very Easy (just about anyone could succeed) 5
Easy (even untrained people succeed half of the time) 10
Difficult 15
Very Difficult (you need to be trained to even have a chance) 20
Extremely Difficult 25
Trap/Trick on DL N dungeon 10*(N+1)

[P9.2] Skill List

 
Skill
 
Stat
Must be
Trained
Armor
Check
Groups
Classes
 
Sub-Ability
 
Action
 
Retry
Take
10
Take
20
 
Source
Appraise Int No No Rog Determine Value 1 Minute No Yes No PH3-67
Determine Value Quickly 1F No Yes No CAdv3-97
Identify Dwarven Crafted Objects 1 Minute No Yes No RoS3-130
Used to determine the value of objects.
Balance Dex No Yes Rog Moving on a Narrow Surface ½V No Yes No PH3-67
Charging or Running on a Difficult Surface ½V No Yes No PH3-67
Resist Trip n/a n/a No No CAdv3-97
Moving through Trees ½V No Yes No RotW3-145
Moving Along an Unstable Surface ½V No Yes No RotW3-145
This skill is used to keep your balance while moving on tightropes and ledges -or- when running or charging on an uneven floor.
Bluff Chr No No Rog Fast Talking or Misdirection 1F No No No PH3-67
Feinting in Combat 1S Yes No No PH3-68
Create a Diversion in Order to Hide 1S No No No PH3-68
Appear Innocuous 1bV No No No CAdv3-102
Delivering a Secret Message (talking) n/a No No PH3-68
Heckle 1 Minute No No No RoS3-130
This skill is used for fast talk, misdirection, conning, etc. Circumstances effect Bluff checks immensely and must be arbitrated by the DM.
Climb Str No Yes War, Rog Climb Wall or Cliff 1V No Yes No PH3-69
Create Handholds 1 Minute Yes Yes Yes PH3-69
Climb Tree 1V No Yes No RotW3-146
Catch Self When Falling 1bV No No No PH3-69
Repelling 1V No No No RoS3-130
This skill is used to climb a wall, rope, slope, etc.
Concentration Con No No Wiz, Pri Maintaining Concentration 1bV No No No PH3-69
Resist Heckling 1bV No No No RoS3-130
Avoid failing a will-intensive act (usually casting a spell) when distracted.
Control Shape Wis No No Mon Resist Involuntary Change 0 No No No MM3-303
Trigger Voluntary Change 1S Yes No No MM3-303
While Natural Lycanthropes have automatic control over their shape-changing, Afflicted Lycanthropes (i.e., those whose have become infected with Lycanthropy) must make Control Shape checks to maintain control.
Craft Int No No (any) Earn Money 1 Week Yes Yes No PH3-70
Make Item by the Week 1 Week Yes Yes No PH3-70
Make Item by the Day 1 Day Yes Yes No PH3-70
Repair an Item varies Yes Yes No PH3-70
Skill used to create a sellable object. Each Craft skill must be bought separately.
Craft (alchemy) Int No No (any) (n/a)
Craft (armorsmithing) Str No No (any) (n/a)
Craft (bookbinding) Int No No (any) (n/a)
Craft (bowmaking) Dex No No (any) (n/a)
Craft (composing) Int No No (any) (n/a)
Craft (playwright) Int No No (any) (n/a)
Craft (poisonmaking) Con No No (any) (n/a)
Craft (tattoo'ing) Dex No No (any) Tattoos / Scarification / Piercing Yes n/a Yes No DR3403-92
Craft (trapmaking) Dex No No (any) Booby Trap 1 minute n/a Yes No DMG23-41
Craft (weaponsmithing) Str No No (any) (n/a)
Craft (wordsmithing) Int No No (any) (n/a)
Decipher Script Int Yes No Wiz, Rog Decipher One Page of Text 1 Minute No Yes No PH3-71
Create a Cipher 1 Week No Yes No CAdv3-98
Break a Cipher 1 Day Yes Yes No CAdv3-98
Encode a Page 1 Hour No Yes No RoD3-147
Decode a Page 1 Hour No Yes No RoD3-147
This skill is used to work with runes, ciphers, and unknown written languages.
Diplomacy Chr Yes No Paladin, Pri, Rog Change Attitude 1 Minute No Yes No PH3-71
Mediate 1 Day Yes No No CAdv3-99
Haggle 1 Minute No Yes No CAdv3-98
Direct a Crowd 1F No No No DMG3-100
This skill is used to negotiate effectively and influence others with reason or charm. It includes persuasion, negation, etiquette, social grace, tact, and subtly. See Bluff for using fast talking and Intimidate for using threats.
Disable Device Int Yes No Rog Disarm Trap or Sabotage Device 1V Yes Yes Yes PH3-72
This skill is used to disarm a trap, jam a lock, or rig a wagon wheel to fall off. You can examine simple mechanical devices and disable them.
Disguise Chr No No Rog Alter Appearance 1-3 turns No Yes No PH3-72
Impersonate 1-3 turns No Yes No PH3-72
Disguise an Object's Function varies No No No RoD3-147
This skill is used to appear to be someone else, possibly someone specific.
Escape Artist Dex No Yes Rog Escape from Restraint 1F Yes Yes Yes PH3-73
This skill is used to escape from being bound, move through small spaces, etc.
Forgery Int No No Rog Make a Forgery 1+ Minute per Page No Yes No PH3-74
Detect Forgery 1+ Minute per Page No Yes No PH3-74
This skill is used to make or detect fake documents. A Forgery check is Opposed by the examiner's Forgery check.
Gather Information Chr No No Rog Learn Information 1 Evening Yes Yes Yes PH3-74
Learn Organization Structure 1 Evening Yes Yes Yes RoD3-148
Urban Tracking 3 turns Yes Yes No RoD3-154
This skill is used to learn information around town. By spending an evening (and a few coins for drinks and the like), you learn information around town.
Handle Animal Chr Yes No War, Druid Handle an Animal 1V Yes Yes No PH3-74
Push an Animal 1F Yes Yes No PH3-74
Teach an Animal a Trick 1 Week Yes Yes No PH3-74
Train an Animal for a Purpose 2-6 Weeks Yes Yes No PH3-75
Rear a Wild Animal varies No Yes No PH3-75
Calm an Animal varies Yes No No RoS3-131
This skill is used to raise, train, and work animals.
Heal Wis No No War, Pri First Aid 1S Yes Yes No PH3-75
Long-Term Care 8 Hours Yes Yes No PH3-75
Treat Movement Injury 1 turn Yes Yes Yes PH3-76
Treat Disease 1S Yes Yes No PH3-76
Treat Poison 1S Yes Yes No PH3-76
Determine Cause of Death 1 turn Yes Yes No CAdv3-101
This skill is used to help with injuries.
Hide Dex No Yes Ranger, Rog Avoid Being Seen ½V n/a Yes No PH3-76
Sniping 1V n/a No No PH3-76
Blend into a Crowd ½V n/a No No CAdv3-101
Move between Cover ½V n/a No No CAdv3-101
Tailing Someone 1 turn n/a No No CAdv3-102
This skill is used to avoid being noticed. It is usually opposed by Spot checks.
Intimidate Chr No No War, Rog Change Attitude 1 Minute No No No PH3-76
Demoralize Opponent 1 Minute No No No PH3-76
Direct a Crowd 0 No No No DMG3-100
This skill is used to scare someone into changing their behavior.
Jump Str No Yes War, Rog Hop Up ½V No Yes No PH3-77
Jump Down ½V No Yes No PH3-77
Long Jump ½V No Yes No PH3-77
High Jump ½V No Yes No PH3-77
This skill is used to leap and bound.
Knowledge (arcana) Int Yes No Wiz, Pri, Bard Know about Arcana 0 No Yes No PH3-78
Know about Constructs, Dragons, or Magical Beasts 0 No Yes No PH3-78
Deducing a Command Word 0 No Yes No DMG3-213
Know about Ancient Mysteries, Magical Traditions, Arcane Symbols, and Cryptic Phrases.
Knowledge (architecture & engineering) Int Yes No Wiz, Bard Know about Architecture and Engineering 0 No Yes No PH3-78
Find Weaknesses in a Stronghold unlisted No Yes No CWar3-122
Know about Buildings, Aqueducts, Bridges, and Fortifications.
Knowledge (dungeoneering) Int Yes No Wiz, Bard Know about Dungeoneering 0 No Yes No PH3-78
Know about Aberrations or Oozes 0 No Yes No PH3-78
Know about Caverns and Spelunking.
Knowledge (geography) Int Yes No Ranger, Wiz, Bard Know about Geography 0 No Yes No PH3-78
Know about Lands, Terrain, Climate, and Peoples.
Knowledge (history) Int Yes No Wiz, Pri, Bard Know about History 0 No Yes No PH3-78
Deducing a Command Word 0 No Yes No DMG3-213
Know about Wars, Colonies, Migrations, Founding of Cities, etc.
Knowledge (local) Int Yes No Wiz, Rog Know about the Nearby Area 0 No Yes No PH3-78
Know about Local Humanoids 0 No Yes No PH3-78
Interpret Tribal Tattoos 0 No Yes No DR3403-93
Find Your Way around the Underworld a few days Yes Yes No DR3363-106
Must be bought for each area, such as Knowledge (local – Waterdeep), Knowledge (local – Cormyr), etc.
Knowledge (nature) Int Yes No Ranger, Wiz, Pri Know about Nature 0 No Yes No PH3-78
Know about Animals, Fey, Giants, Monstrous Humanoids, Plants, & Vermin 0 No Yes No PH3-78
Finding Resources 0 No Yes No DR3333-91
Know about Season and Cycles, Weather, etc.
Knowledge (nobility & royalty) Int Yes No Paladin, Wiz, Bard Know about Nobility and Royalty 0 No Yes No PH3-78
Find Your Way around Court 0 Yes Yes No RoD3-148
Know about Lineages, Heraldry, Family Trees, Mottoes, Personalities, etc.
Knowledge (religion) Int Yes No Paladin, Pri, Bard Know about Religion 0 No Yes No PH3-78
Know about Undead 0 No Yes No PH3-78
Find Your Way around Church 0 Yes Yes No RoD3-149
Identifying Martial Arts Style 0 No Yes No DR3323-89
Know about Deities, Mythic History, Ecclesiast Tradition, Holy Symbols, etc.
Knowledge (the planes) Int Yes No Wiz, Pri, Bard Know about the Planes 0 No Yes No PH3-78
Know about Elementals & Outsiders 0 No Yes No PH3-78
Know about the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, Magic related to the Planes, etc.
Listen Wis No No War, Druid, Rog Hear a Sound 0 Yes Yes Yes PH3-78
Eavesdrop 1F Yes No No RoD3-149
Estimate Distance Underground 1F No No No RoS3-132
This skill is used to listen for sounds.
Move Silently Dex No Yes Ranger, Rog Move Silently ½V Yes Yes No PH3-79
This skill is used to make as little noise as possible.
Open Lock Dex Yes No Rog Open Lock 1F Yes Yes Yes PH3-77
This skill is used to open locks.
Perform (weapon drill) Chr No No War, Rog Put on a Gladiatorial Performance 1 day Yes No No CWar3-121
This skill is used to show off your fighting ability (with or without a weapon)
Perform (all others) Chr No No Rog Put on a Show 1 day Yes Yes No PH3-79
This skill is used to indicate proficiency in a form of artistic expression. When you take this skill, you must buy it with a specific form of expression from the following list: Acting, Comedy, Dancing, Keyboard Instruments, Oratory, Percussion Instruments, Singing, String Instruments, Wind Instruments
Profession Wis Yes No (any) Earn Money 1 Week Yes Yes No PH3-70
Skill used to represent a job that does not create anything (Guide, Sailor), leverages natural resources (Farmer, Lumberjack, Miner), produces lots of things of small individual value (Cook), or creates over a very long period of time (Brewer). Each Profession skill must be bought separately. Examples of Professions: Apothecary, Astrologist, Barrister, Boater, Bookkeeper, Brewer, Cook, Driver, Executioner, Farmer, Fisher, Guide, Herbalist, Herdsman, Innkeeper, Lumberjack, Miller, Miner, Rancher, Sailor, Scribe, Siege Engineer, Stablehand, Teamster, Woodcutter
Profession (astrologist) Wis Yes No (any) Horoscope 1d4 Hours No No No DR3403-33
Used to determine clues to a person's future.
Profession (barrister) Int Yes No (any) Arguing a Case hours No No No Sharn3-132
Used to argue cases before a judge and jury.
Profession (executioner) Str Yes No (any) Execution 1P Yes No No BoVD3-39
Used to kill helpless people efficiently.
Profession (miner) Str Yes No (any) Dig a Mine 8 hours No Yes No RotD3-98
Includes digging, removing dir, & building supports.
Profession (siege engineer) Dex Yes No (any) Latch a Catapult 1F Yes Yes Yes DMG3-100
Load a Catapult 1F Yes Yes Yes DMG3-100
Used to load and fire catapults, etc.
Ride Dex No Yes War, Druid Guide with Knees 0 Yes Yes No PH3-80
Stay in Saddle 1bV n/a No No PH3-80
Fight with Warhorse 0 Yes No No PH3-80
Use Mount as Cover 0 Yes No No PH3-80
Soft Fall 1bV n/a No No PH3-80
Leap mount's V Yes No No PH3-80
Spur Mount 1V Yes No No PH3-80
Control Mount in Battle 1V Yes No No PH3-80
Fast Mount or Dismount 1V Yes Yes No PH3-80
Calm an Animal 1M Yes No No RoS3-131
This skill is used to ride a horse, mule, etc.
Search Int No No Ranger, Rog Search an Area 1F Yes Yes Yes PH3-81
Frisk a Person 1F Yes Yes Yes PH3-82
Determine an Object's Function 1F Yes Yes Yes RoD3-147
Finding a Trail Sign 1F Yes Yes Yes RotW3-147
This skill is used to find traps, secret doors, hidden marks, etc.
Sense Motive Wis No No Paladin, Rog Avoid being Bluffed 1bV No No No PH3-81
Hunch 1 Minute+ No No No PH3-81
Sense Enchantment 1 Minute+ No No No PH3-81
Discern Secret Message 1 Minute No No No PH3-81
Assess Opponent 1S No No No CAdv3-102
This skill is used to figure out if a target is lying to you, etc.
Sleight of Hand Dex Yes Yes Rog Palm Object 1S Yes No No PH3-81
Conceal Object 1S No No No PH3-82
Steal Object 1S Yes No No PH3-82
Put on a Show 1 Day Yes No No PH3-79
Conceal Spellcasting 1V Yes No No RoS3-133
Surprise Off-Hand Attack 0 No No No CWar3-122
This skill is used to move around small objects, pick-pockets, conceal items on your person, etc.
Spellcraft Int Yes No Wiz, Pri, Bard Identify Spell 0 Yes No No PH3-82
Identify Magic Effect 0 Yes No No PH3-82
Learn, Prepare, or Enhance a Spell varies Yes No No PH3-82
Casting a Fire Spell Underwater 1V n/a No No DMG3-93
Casting Impeded Magics 1V n/a No No DMG3-150
This skill is used to identify and learn spells.
Spot Wis No No Ranger, Druid, Rog Observe Creature 0 Yes Yes No PH3-83
Penetrate Disguise 0 Yes Yes No PH3-83
Read Lips 1 Minute n/a No No PH3-83
Spotting Favored Enemies 0 Yes Yes No DR3343-91
Finding a Trail Sign 1bV No Yes No RotW3-147
This skill is used to see things.
Survival Wis No No War, Druid Surviving in the Wild 1 Day Yes Yes No PH3-83
Making Camp 1 turn Yes Yes No DU1243-119
Trailblazing 1 Day Yes Yes No CAdv3-103
Tracking 1F Yes Yes Yes PH3-101
Locate North 0 n/a n/a n/a PH3-84
Surviving Underground 1 Day Yes Yes No RoS3-133
Surviving in a City 1 Day Yes Yes No RoD3-149
Creating a Trail Sign 1 round No Yes No RotW3-147
Finding a Trail Sign 1bV No Yes No RotW3-147
Reading a Trail Sign 1S No Yes No RotW3-147
Finding Parts for a Booby Trap 1 turn Yes Yes Yes DMG23-41
This skill is used to keep yourself safe and fed in the out-of-doors.
Swim Str No Yes (all) Swim 1V Yes Yes No PH3-84
This skill is used to swim
Tumble Dex Yes Yes Rog Avoid Attacks of Opportunity by Moving ½V No No No PH3-84
Put on a Show 1 Day Yes Yes No PH3-79
Defensive Fighting n/a n/a n/a n/a PH3-85
Free Stand 0 n/a No No CAdv3-103
Reduce Damage from a Fall 1bV n/a No No PH3-84
This skill is used to move with grace and unpredictability.
Use Magic Device Chr Yes No Wiz, Pri, Rog Decipher a Written Spell 1 Minute Yes No No PH3-85
Use a Spell Completion Item 1V Yes No No PH3-85
Use a Spell Trigger Item 1V Yes No No PH3-85
Emulate a Class Feature 1V Yes No No PH3-86
Emulate an Ability Score 1V Yes No No PH3-85
Emulate a Race 1V Yes No No PH3-86
Emulate an Alignment 1V Yes No No PH3-86
Activate Magic Item Blindly 1V Yes No No PH3-85
This skill is used to activate magic items that you should not be able to use. Magic items with complex requirements (such being only usable by an Lawful-Good Elf Ranger) may require multiple skill checks.
Use Rope Dex No No Ranger, Rog Tie a Knot 1F Yes Yes Yes PH3-86
Secure a Grappling Hook 1S Yes Yes No PH3-86
Bind an Opponent 1 Minute Yes Yes Yes PH3-86
Splice Two Ropes Together 5 Minutes Yes Yes Yes PH3-86
Repelling 1V No No No RoS3-130
This skill is used to work with rope, tie people up, etc.,.

[P11] Feats


All of these feats have been modified from their original source, for Collective play.
 
# Feat Type Prerequisite Benefit Source
1 Ability Focus Magic - One of your racial, magic, or psionic abilities gives an extra -CL to save ArcEv3
2 Aid Spellcasting Magic Int 15, Chr 15 1M, as someone else is casting a spell: add your CL to their CL ArcEv3
3 Archer Focus Combat Dex 13 1V, while using a missile weapon: "Material component" one attack (x2 TH, x2 dmg) DM
4 Bite Combat - You can bite in combat (dmg for size M = 1d6) ArcEv3
5 Blood as Power Magic Wis 17 0, while casting a spell, take 6*SL dmg: This spell doesn't cost a spell slot ArcEv3
6 Bloody Strike Combat bAB +5 0, while attacking: Each hit causes degeneration 1 hp /s ArcEv3
7 Born Hero Talent LVL 8 +1 HNCL for purposes of qualifying for Concordant classes ArcEv3
8 Brandish Magical Might Magic Int 17, Wis 17 1bM, spend a spell slot of same SL and type as one being cast: Counter that spell ArcEv3
9 Complex Spell Magic Int 18 One "weird" or "opposite" spell that you know costs only 1 spell slot instead of 2 DM
10 Conjure Mastery Magic Chr 17, LVL 5 Your summons have +2 rhp. If take this twice, can have +1 DL instead of +4 rhp ArcEv3
11 Corrupt Mage Magic - One of your spells that does elemental damage adds "Negative" to it's element ArcEv3
12 Creator Mage Magic Int 17, LVL 9 One of your spell effects is permanent (one instance only) ArcEv3
13 Crippling Strike Combat Int 17 0, while attacking: Each hit causes 1 Str dmg ArcEv3
14 Defensive Combat - +N AC, -N TH (max N = LVL) ArcEv3
15 Eidetic Memory Talent - Eidetic Memory / Photographic Memory DM
16 Fast Healer Talent Con 9 x1.5 Regeneration rate [or] Regenerate 1 hp /s ArcEv3
17 Inverse Cleave Combat Str 12, Dex 15 If you spend all your attacks in 1P on one target and he doesn't drop, get +1 attack DM
18 Linked Spells Magic Int 5 Can split a SL=F+1 slot into smaller slots that all go off at same time (F=#feats) DM
19 Mighty Hurl Combat Str 13 Your thrown weapons of size L or larger count as seige attacks (ignore skins, etc.) DM
20 Mixed Channeling Magic LVL 3 You are "Chaining" from SL 0 to F, but "Channeling" from SL F+1 and up (F=#feats) DM
21 Priest Ceremon. Wis 11, LVL 4 Gain a GGL pick treating your effective level as LVL/4 (round down) DM
22 Psionic Power Focus Psionic - Get +F to the CL of one psionic power (F=#feats) DM
23 Psionic Power Score Psionic - Always "Power Score" one psionic power (this halves it's PSP cost for non-Psi2) DM
24 Resistance to Disease Talent Con 13 Resist disease ArcEv3
25 Resistance to Magic Talent Int 13 SR LVL ArcEv3
26 Resistance to Poison Talent Con 13 Resist poison (death poisons still lethal unless take this twice, then it's 40 dmg) ArcEv3
27 Resistance to Psionics Talent Chr 13 PowR LVL (Power Resistance, this acts like SR but vs. psionics) DM
28 Rogue Ability Focus Talent Dex 9 Get +15 rogue points (or +5 to skill check) on one rogue ability DM
29 Rogue Pick Talent Rogue 3 Get an "Any Rogue 1" pick DM
30 Slippery Mind Ceremon. Wis 13 Get an extra save vs. mental effects (only if it offers a save) ArcEv3
31 Speed Burst Combat LVL 2 1V, (LVL/2)/d: Move at double movement rate ArcEv3
32 Spell Affinity Magic - Can use one spell slot as if it was 1 SL higher (Twilighting applies) ArcEv3
33 Sturdy Talent - Get HD & 1d0 once (you get Con bonus one extra time) (it's once, not every level) ArcEv3
34 Turn Mastery Talent Wis 9 +1 LVL for purposes of turning undead DM
35 Unique Psionic Power Psionic Chr 18 DM rolls a High-Frequency sample, you can request a school/sphere, you know it DM
36 Unique Spell Magic Int 18 DM rolls a High-Frequency sample, you can request a school/sphere, you know it ArcEv3