[P1] How to create a Player Character (CF=1, some steps skipped)


[P1.1] Classes: Select which classes and levels you wish to be, using [PC1] through [PC99].
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 3 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).
 
[P1.3] 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.
 
[P1.6] 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 3 points from other stat(s). This 3 for 1 trading may be done once per reset, as long as no stat falls below 0. Some Humans may use 2 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.
 
[P1.8] 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].
[P1.10] Kits: Calculate your feats, see [P5].
[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.
 
[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.
 
[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.
 
[P1.19] Normal Equipment: Starting gp = Level*Chr*Chr. 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.
[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).
Remember to divide by your number of classes, if you are multi-classed (classes with "&" in their Hit Dice rating are cumulative).
 
[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 (CF=1)



Score
Normal
Bonus
Lim. Exc.
Bonus
Bonus Spells
123 456 789 A
0 -5 -12 --- --- --- -
1 -5 -11 --- --- --- -
2 -4 -10 --- --- --- -
3 -4 -9 --- --- --- -
4 -3 -8 --- --- --- -
5 -3 -7 --- --- --- -
6 -2 -6 --- --- --- -
7 -2 -5 --- --- --- -
8 -1 -4 --- --- --- -
9 -1 -3 --- --- --- -
10 0 -2 --- --- --- -
11 0 -1 --- --- --- -
12 +1 0 1-- --- --- -
13 +1 +1 1-- --- --- -
14 +2 +2 11- --- --- -
15 +2 +3 11- --- --- -
16 +3 +4 111 --- --- -
17 +3 +5 111 --- --- -
18 +4 +6 111 1-- --- -
19 +4 +6 111 11- --- -
20 +5 +6 211 11- --- -
21 +5 +6 211 111 --- -
22 +6 +6 221 111 --- -
23 +6 +6 221 111 1-- -
24 +7 +6 222 111 1-- -
25 +7 +6 222 111 11- -
26 +8 +6 222 211 11- -
27 +8 +6 222 211 111 -
28 +9 +6 322 221 111 -
29 +9 +6 322 222 111 -
30 +10 +6 332 222 111 -
31 +10 +6 332 222 211 -
32 +11 +6 333 222 211 -
33 +11 +6 333 222 221 -
34 +12 +6 333 322 221 -
35 +12 +6 333 322 222 -
36 +13 +6 433 332 222 1
37 +13 +6 433 333 222 1
38 +14 +6 443 333 222 1
39 +14 +6 443 333 322 1
40 +15 +6 444 333 322 1
41 +15 +6 444 333 332 1
42 +16 +6 444 433 332 1
43 +16 +6 444 443 332 1
44 +17 +6 544 443 333 1
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)
Comeliness:
Reaction adjustment.

[P3] Races


[P3.1] Race Table (CF=1)

Race Str Dex Con Int Wis Chr Cml AT hp TH Div. Size Move Source New?
Centaur 0 -2 +1 0 +1 0 0 +5 +4 0 ÷1.5 L 18" PHBR10
Dwarf 0 0 +1 0 0 -1 0 0 0 0 ÷1 M 9" PH1
Dwarf, Mountain +1 0 +1 -1 0 -1 -2 0 +1 0 ÷1 M 9" UA1
Dwarf3 0 0 +2 0 0 -2 0 0 0 0 ÷1 M 9" PH3
Elf 0 +1 -1 0 0 0 +1 0 0 0 ÷1 M 12" PH1
Elf, Gray -1 +1 -1 +1 0 0 0 0 0 0 ÷1 M 12" UA1
Elf, Shadow -1 0 -1 +2 +1 -1 -1 0 0 0 ÷1 M 12" GAZ13
Elf3 0 +2 -2 0 0 0 +1 0 0 0 ÷1 M 12" PH3
Flamekin 0 +1 0 0 -1 0 -1 0 0 +1 ÷1 M 12" MTG 5.0
Gnome 0 0 0 +1 -1 0 0 0 0 0 ÷1 S 9" PH1
Gnome3 -2 0 +2 0 0 0 0 0 0 0 ÷1 S 9" PH3
Half-Elf 0 0 0 0 0 0 0 0 0 0 ÷1 M 12" PH1
Half-Elf3 0 0 0 0 0 0 0 0 0 0 ÷1 M 12" PH3
Halfling, Hairfoot -1 +2 -1 0 0 0 +1 0 0 0 ÷1 S 9" UA1
Halfling, Tallfellow 0 +1 +1 0 -1 -1 0 0 0 0 ÷1 S 9" UA1
Halfling3 -2 +2 0 0 0 0 0 0 0 0 ÷1 S 9" PH3
Half-Ogre +1 +1 0 -1 -1 -1 -1 +2 +2 0 ÷1 L/M 12" BoD4
Half-Orc +1 0 +1 0 0 -2 -2 0 0 0 ÷1 M 12" PH1
Half-Orc3 +2 0 0 -2 0 -2 -1 0 0 0 ÷1 M 12" PH3
Half-Undead (Death-Touched) 0 0 -2 0 +2 +4 -3 0 0 0 ÷1.5 M 12" Dragon313 5.0
Human 0 0 0 0 0 0 0 0 0 0 ÷1 M 12" PH1
Human, Planar (Tiefling) -1 0 0 +1 -1 +1 0 0 0 0 ÷1 M 12" Planescape
Human3 0 0 0 0 0 0 0 0 0 0 ÷1 M 12" PH3
Lizard Man, Krynn +2 0 +1 -1 0 -2 -2 0 0 0 ÷1 M/L 9" DL
Minotaur +2 0 +2 0 -2 -2 -2 +4 +6 +1 ÷1.5 L 15" PHBR10
Ogre +2 0 +2 0 -2 -2 -2 +5 +4 +1 ÷1.5 L 9" PHBR10
Orc +1 0 0 0 0 -2 -3 0 0 0 ÷1 M 12" PHBR10
Romulan 0 0 0 +1 +3 -2 0 0 0 0 ÷1 M 12" StarTrek

[P3] Races


[P3.2] Race Abilities (CF=1)

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, Mountain +Con*2/7 bonus to PPD/RSW/Spell; +1 TH vs. "giant-class"; "giant-class" at -4 TH
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, Gray CR 90%; +1 TH with (non-crossbow) bows; +1 TH with sword
Elf, Shadow Can use/make Tech items as if 2 TL lower; InnER LVL*5%; 1M: Ghost Light (Int<6 or HD<2 Will save or feared 1 r {1 group})
Elf3 Immune sleep; +2 enchantment saves; +1 proficiency each with sword and bow
Flamekin Immune fire; CF=2: 1M, 1/t: Do the "Brazier commanding fire elementals" magic item ability
Gnome +Con*2/7 bonus to RSW/Spell; +1 TH vs kobolds/goblins; "giant-class" at -4 TH
Gnome3 +2 illusion saves; +1 TH/+4 AC vs. giant-class; 1/d: Dancing Lights; 1/d: Ghost Sound; 1/d: Prestidigitation
Half-Elf CR 30%; Detect Secret Doors
Half-Elf3 Immune sleep; +2 enchantment saves
Halfling, Hairfoot +Con*2/7 bonus to PPD/RSW/Spell; Detect Grade/Slope/Direction; CF=3: x10 Personality score
Halfling, Tallfellow +Con*2/7 bonus to PPD/RSW/Spell; Detect Grade/Slope/Direction; CF=3: x10 Personality score
Halfling3 +1 all saves; +2 fear saves; +1 TH with thrown weapons
Half-Ogre Can always wield one size L and one size M weapon, regardless of Str score
Half-Orc Infravision
Half-Orc3 Darkvision
Half-Undead (Death-Touched) Darkvision; +2 Intimidate and Move Silently checks; ColdR 5; ElectricityR 5; 1V, 1/d: Chill Touch
Human 2 for 1 trading with ability scores
Human, Planar (Tiefling) 2 for 1 trading with ability scores
Human3 +1 feat; +3+level skills
Lizard Man, Krynn Water Breathing
Minotaur Tracking; Immune to Maze
Ogre Can always wield two size L weapons, regardless of Str score
Orc Detect New and Unusual Construction, Sloping Passages; -1 TH in sunlight
Romulan +4 Wis checks

[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.
 
Req: Requisites. I abbreviate sometimes to save space: S=Str, D=Dex, K=Con, I=Int, W=Wis, C=Chr, M=Cml, H=HNCL (Highest level). If two letters appear together ("SK 12"), you need both to each be the number. If there is a plus sign ("S+K 12"), the two ability scores must add up to be the number. 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.

[P5.1] List of Kits (CF=1)

Name Req Effect Bonus Prof Source New?
Acrobat Dex 9, Str 9 +2 AC; 3 Tumbling slots, 3 Tightrope Walking slots, 3 Jumping slots Juggling S&P2
Amazon (2) Chr 9 +3 TH and +3 dmg with first attack on each enemy Groom PHBR1 5.0
Assassin Int 9, Wis 9 Detect Poison 5*level% cont.; Backstab x2; 1 Healing slot; 1 Herbalism slot Poison Use S&P2
Barbarian (3) Str 15 1V: Intimidate (fear) one enemy (Chr contest, you're at +3) Endurance PHBR1 5.0
Beast Rider Chr 13 +1 mount (it has LVL*10 hp) Riding PHBR1 5.0
Beggar Chr 9 +1 nonweapon prof.; Pick Pockets 10*level%; -4 NPC reactions Disguise S&P2
Berserker Str 15 1V: Berserk for 1t (+1 TH; +3 dmg; +5 hp; CR 100%; slay effects are delayed 1s) Endurance PHBR1 5.0
Cavalier (2) SDK 15, IW 10,
Alignment *G
+1+LVL/6 TH; immune fear; +4 mental saves; +1 horse mount (it has 10+LVL*5 hp) Etiquette PHBR1 5.0
Geomancer Int 9, Chr 9 Legend Lore (other crystal spheres) 10*level%, (alternate primes) 5*level% Planetology CGR1
Gladiator (2) Str 9 +2 weapon proficiencies
CF=3: Free weapon specialization (even if non-Warrior)
Charioteering
CF=2: Armor Opt.
PHBR1 5.0
Martial Arts Ability Dex 9 Ability to use Martial Arts [P7] (none) DM
Martial Arts Style Dex 9 +1 Martial Arts style (none) DM
Myrmidon Str 12, Con 12 +2 weapon proficiencies; Room and board costs 0 gp for you
CF=3: Free weapon specialization (even if non-Warrior)
Military History PHBR1
Noble Warrior Str 13, Con 13 +225 gp per reset (including before the game starts if you begin with this kit) Heraldry PHBR1 5.0
Peasant Hero (2) Wis 9 Always has shelter; local people will feed you and hide you from authorities
CF=2: Items < 1 gp cost nothing for you
Fishing PHBR1 5.0
Pirate/Outlaw Dex 9 Always have access to the store of generic items (in non-combat time)
CF=2: Always have access to the store of armor
CF=3: Always have access to the store of weapons
Seamanship PHBR1 5.0
Samurai SKW 13, Int 14,
Alignment L*
Ki Shout: Mouth's V, LVL/d: Str becomes 18 w/ Lim.Exc. bonus (i.e. +6 Str bonus)
CF=2: +LVL/4 martial arts maneuvers
Riding PHBR1 5.0
Savage (2) Str 11, Con 15 nF, 1/reset: Construct a weapon of up to LVL*10 gp value (n=value/LVL)
1M, LVL/d: Alarm, Detect Magic, Animal Friendship, or Detect Evil
Survival PHBR1 5.0
Swashbuckler Dex 13, Int 13 +2 AC; +2 NPC reactions
CF=2: Ambidextrous (no penalties with off-hand weapons)
Tumbling PHBR1
Wilderness Warrior Con 13 +5 Survival rolls
CF=2: Resist local terrain
CF=3: Double Resist local terrain
CF=4: Immune local terrain; Resist Natural effects
Survival PHBR1 5.0

[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.
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

[P6.1] Weapon Proficiencies List (CF=1)

Name Notes Description
Blind-fighting -2 instead of -4 when attacking blind
Charging +2 TH when attacking while running at someone
Kicking Can use 1 V action to kick (1d2 dmg)
Natural Fighting +1 Att/r, +2 TH with natural weapons
Poison/Acid/Oil Use Can efficiently use poisons, acid, oil
Punching #Att is 2 instead of 1 with fists
Thrown/Missile Backstabbing * Can backstab with a missile weapon
War/Siege Machine Proficiency Proficient with siege machines
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

[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
Needle Bow Other
Wpn
Other
FastWpn
1-6 --- --- --- --- 1-11 1/1 1/1 1/2 2/1 3/1 4/1 5/1 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 6/1 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 7/1 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 8/1 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 9/1 4/1 5/2 5/1
31-36 21-25 25-30 29-35 33-40 --- 7/2 5/2 2/1 7/1 8/1 9/1 10/1 5/1 3/1 6/1
37-42 26-30 31-36 36-42 --- 36-47 4/1 3/1 2/1 8/1 9/1 10/1 11/1 6/1 3/1 7/1
--- 31-35 37-42 --- --- --- 9/2 3/1 5/2 9/1 10/1 11/1 12/1 6/1 7/2 8/1
--- 36-40 --- --- --- --- 5/1 7/2 5/2 10/1 11/1 12/1 13/1 7/1 4/1 9/1
--- 41-45 --- --- --- --- 11/2 4/1 3/1 11/1 12/1 13/1 14/1 8/1 4/1 10/1

[P7] Martial Arts


[P7.1] Martial Arts Basic Rules (CF=1)

At CF=1, Martial Arts has no styles or maneuvers. Instead, you get a simple set of bonuses, as follows:
AC +LVL (get +4 more if you wear non-bulky armor)
Unarmed number of attacks = 2/1 (doesn't stack with Punching proficiency); then +1/2 more every 6 levels
Unarmed damage +LVL
By default, these bonuses are lost at CF=2 and up in favor of styles and maneuvers. If you wish to use this system at CF=2 and up (and ignore the styles and maneuvers rules), feel free to do so.

[P7.2] Martial Arts Basic Rules (CF=2)

Each martial arts style costs 1 kit slot or 4 nonweapon proficiencies. You must also have "Ability to take Martial Arts" which is itself 1 kit slot. All powers are psionic in nature (of frequency 0), and are resisted using aWR (anti-Weapon Resistance). Normally you must have a style before you can pick maneuvers, however, some classes give maneuvers without a style.
 
Open-hand attacks use both hands, not just one. Exception: you may use a shield in one of the hands. If you are somehow forced to attack open-handed with only 1 hand, #Att = 1/1 and you cannot use any special maneuvers. Natural Fighting still uses one hand, so you can use a weapon in the off-hand.
 
Martial Arts To Hit, Damage, and # Attacks bonuses do not combine with Weapon Specialization. If you somehow have both, use only set of bonuses at a time.
 
How to read the [P7.1] Martial Arts Styles table:
 
Att: Lists the number of attacks in unarmed combat. It may be applied to weapons only if the "Increase Weapon Attack" power is gained. This is done by taking the "Att" number on the table, subtracting 1, and applying it as a bonus; e.g. a rate of "3/2" above would give +1/2 on number of attacks for weapons.
 
dmg: Lists the die type adjustment in unarmed combat or when using a grafted weapon. It may be applied to other weapons (including missile weapons) only if the "Increase Weapon Damage" power is gained.
 
AT: The character's new base AT. If the character already has another source of AT better than +0, take the best
of all sources and add 1 for each additional source; i.e. having ACs of +7, +6, and +3 yields an AT of +9.
 
Type: Lists "h" for "hard", "h/s" for "hard/soft", and "s" for "soft". Number of martial arts maneuver slots (weapon slots) to learn a maneuver is as follows:
 
Maneuver's
Type
Style's Type
h h/s s ALL
h ½ 1 ½
h/s 1 ½ 1 ½
s 1 ½ ½
 
Requirements: How many powers of each method you must learn before being able to take additional maneuvers. You may
break this rule by 1 power per level by spending double cost on it (in terms of proficiencies).
 
*: This style requires 2 kit slots instead of 1 to learn.
**: This style requires 3 kit slots and "Ability to take Martial Arts" 4 times.

[P7.3] Martial Arts Styles (CF=2)

Style Att dmg AT Type Blunt Kick Lock M/P Move Push Slash Strike Throw Vital Wpn
Egyptian Stick Fighting (new) 5/2 d+2 +0 h/s 3 1 2 2 1 3
Fists of Stone* 2/1 d+6 +2 h 2 2 3
Karate 2/1 d+1 +4 h/s 1 1 1 3
Kendo 2/1 d+3 +2 h 1 2 2 1 3
Kung-fu 3/2 d+4 +3 h/s 1 3 1 1 2
Sanshou / Sanda (new) 3/2 d+2 +4 h/s 1 1 1 1 1 3 1
Shoot Boxing (new) 2/1 d+5 +1 2 2 2 2 2
Sinanju** 3/1 d+9 +13 ALL 1 2 2 16 4 2 1 5 2 6 1
Sumo 3/2 d+5 +2 h/s 2 1 1 2

[P7.4] Martial Arts Maneuvers (CF=2)

1st Tier Maneuver Type Method #Act Notes
Heavy Blow h Blunt 2att Blow x3 dmg
Limb Paralysis h Blunt 2att/1M Blow x3 dmg;Limb useless(save)
Stunning Blow h Blunt 1att/1M Blow x2 dmg; stun 1d4r (save)
Circle Kick h Kick 2att/1V Kick x3 dmg
Double Kick h/s Kick 1att 1 Kick hits 2 targets
Hurricane Kick h/s Kick 1P/2V Gain 1 att;All use same roll+4
Choke Hold h/s Lock *P/*V Victim unc. 1d3r (save=TH-2)
Crushing Hug h Lock 1P+ 3d10 dmg/r (save=TH-4)
Locking Block s Lock 1att+ TH+4; Arm cannot att (save=TH)
Ironskin h M/P Tr. 1 0 +2 AC
Levitation s M/P Tr. 1 1M+ Levitate 5'/r
Mental Resistance s M/P Tr. 1 (none) +2 saves vs. mental attacks
Leap s Movement 1V Leap 4'high, 3'+1'/level long
Limb of the Snake s Movement 4V Loosens all joints; escape bonds, move through small area
Missile Deflection s Movement 1V Save to deflect missiles
Concentrated Push s Push 1att/1M Knocked off feet (save)
Reflection s Push 1P Victim's next attack hits self
Striking Touch s Push 1att/1M+ AC+2,TH+2 vs.Victim
Artery h/s Slash 0 TH-8: degenerate 3hp/r
Blind h/s Slash 0 TH-4; 25%: 1-eye blindness
Vein h/s Slash 0 TH-6; degenerate 1hp/r
Crushing Blow h Strike 1P/1M Hand +level dmg; shatter wood
Eagle Claw h Strike 1P/1M Hand 3d10 dmg; shatter stone
Monkey Grab Punch s Strike 1att Roll TH:if hit next att @+4 TH
Fall h/s Throw 0 1/2 dmg from falls
Hurl h Throw 2att Throw x2 dmg
Instant Stand h/s Throw 1att Can stand up immediately
Death Touch s Vital 1att/1M -1 to Str,Dex,or Con 1d6t
Pain Touch s Vital 1att Victim TH-2,AC-2 for 1d3r
True Target s Vital 0 1/s: 1 target's AC gets worse by 1 for 1r
Steel Cloth s Weapon 1M Can use cloth as melee spear
Strength Boost h/s Weapon 1V 2 dmg: +1 Str for 1 r (stacks w/itself if have mult. prof.)
Throwing Mastery h/s Weapon 1att Can throw non-throwing weapon

[P8] Proficiencies, Nonweapon


[P8.3] Non-Weapon Proficiencies (CF=1)

Proficiency Check Note Source New?
Acrobatics Dex RC0 5.0
Acting Chr RC0
Alchemy Int RC0
Alertness Dex RC0
Alternate Magics Int RC0 5.0
Animal Training Wis (choose type) RC0
Art Wis (choose type) RC0 5.0
Artillery Int RC0 5.0
Bargaining Chr RC0
Blind Shooting Dex RC0 5.0
Bravery Wis RC0 5.0
Caving Wis RC0 5.0
Ceremony Wis (choose deity) RC0
Cheating Dex RC0
Craft Int RC0 5.0
Danger Sense Wis RC0
Deception Chr RC0 5.0
Detect Deception Wis RC0 5.0
Disguise Int RC0
Endurance Con RC0
Engineering Int RC0 5.0
Escape Dex RC0 5.0
Fire-Building Int RC0 5.0
Food Tasting Con RC0 5.0
Gambling Wis RC0 5.0
Healing Int RC0
Hunting Int RC0
Intimidation Str RC0
Knowledge Int RC0 5.0
Labor Int RC0 5.0
Language Int (choose type) RC0 5.0
Law and Justice Wis (choose country) RC0 5.0
Leadership Chr RC0
Lip Reading Int RC0 5.0
Magical Engineering Int RC0
Mapping / Cartography Int RC0 5.0
Proficiency Check Note Source New?
Military Tactics Int RC0 5.0
Mimicry Int RC0 5.0
Mountaineering Dex RC0
Muscle Str RC0 5.0
Music Chr (choose type) RC0 5.0
Mysticism Wis RC0 5.0
Nature Lore Int RC0
Navigation Int RC0
Persuasion Chr RC0 5.0
Piloting Dex (choose type) RC0 5.0
Planar Geography Int RC0 5.0
Profession Int (choose type) RC0 5.0
Quick Draw Dex RC0 5.0
Riding Dex (choose type) RC0 5.0
Science Int (choose type) RC0 5.0
Shipbuilding Int RC0
Signaling Int (choose type) RC0
Singing Chr RC0
Snares Int RC0 5.0
Stealth Dex (choose terrain) RC0
Storytelling Chr RC0
Survival Int (choose terrain) RC0
Tracking Int RC0
Veterinary Healing Int RC0
Wrestling Str RC0 5.0

[P11] Feats


You get 1+LVL/3 feats per 3rd edition class, where LVL is the level of the class. If you are 6th level in two 3rd edition classes, you would have 6 feats (DM Note: This isn't exactly how 3E/3.5E works, but it's what Collective uses.) You may purchase extra feats at 3 weapon proficiencies each, if you have fewer feats than your highest level number.
 
Req: Requisites. I abbreviate sometimes to save space: S=Str, D=Dex, K=Con, I=Int, W=Wis, C=Chr, M=Cml, H=HNCL (Highest level). If two letters appear together ("SK 12"), you need both to each be the number. If there is a plus sign ("S+K 12"), the two ability scores must add up to be the number. Feats generally cannot be taken more than once.
"bAB" is Base Attack Bonus, which counts your Race and Class only.

[P11.1] List of Feats (CF=1)

Feat Type Req Benefit Source New?
Alertness General - +2 bonus on all Listen checks and Spot checks. 3E
Arcane Defense General - +3 saves vs. one school CArc3 5.0
Breath Control General - Can hold breath twice as long
CF=3: Resist Gas
Dragon333 5.0
Combat Reflexes General - +Dex mod #Att vs. defenseless enemies (max 1 attack per enemy) 3E
Communicator General - Cast each of the following 1/day (not channelled): Arcane/Wizard Mark, Comprehend Languages, Message CArc3 5.0
Craft Magic Arms and Armor Item Cr. HNCL 5 Can create magic weapons, armor, or shields (1 day per 1000 gp) 3E
Dash General - +3" to movement rate if wearing light (or no) armor and not encumbered CWar3 5.0
Defensive Climber General Dex 15 When climbing, can take a -10 (-50%) penalty to keep Dex bonus to AC Dragon343 5.0
Deflect Arrows General Imp. Unarm. Need empty hand. Reflex save vs. DC 20+plusses to deflect (1/r) 3E
Dragon Totem General bAB +1 AcidR 5, ElectricityR 5, FireR 5, or ColdR 5 Eb3 5.0
Earth Adept Combat KW 13 +1 bonus on weapon damage if both you and your opponent are touching the ground RoS3 5.0
Elusive Dance Combat Dance 5 ranks 0, 1/s: One target cannot make Attacks of Opportunity or Parting Shots against you Dragon333 5.0
Empower Spell Metamag. - Spell does +50% effect. Spell has +2 SL.
CF=2: Can spend +2 spell slots instead of +2 SL.
3E
Far Shot General Point Blank Ranged weapons are x2 range 3E
Great Fortitude General - +2 Fort saves 3E
Heavy Armor Optimization General bAB +4 With bulky (or heavier) armor, get +1 AC. RoS3 5.0
Iron Will General - +2 Will saves 3E
Lightning Reflexes General - +2 Reflex saves 3E
Maximize Spell Metamag. - All variable effects of a spell are maximized. Spell has +3 SL.
CF=2: Can spend +3 spell slots instead of +3 SL.
3E
Smatterings General Int 13 You pick up languages very quickly, and understand simple questions, explanations, and instructions RoD3 5.0